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Wayland requires apps to use OpenGL ES because there's no actual way to create an OpenGL context on Wayland right now. Normally, to create an OpenGL context, you need to use some windowing-system-specific API, such as GLX (X11), WGL (Windows), or AGL (Mac). Wayland doesn't implement any of these for obvious reasons, instead preferring that applications use EGL.
EGL supports OpenGL, but if I understand correctly it's only really implemented for OpenGL ES and OpenVG in Mesa right now.
This is entirely a short term and fixable problem, not a huge show stopper of any sort.