Some blendmodes are still unsupported:
XOR
XOR is tricky in WebGL 1.0, which has no bitwise integer operations. There are involved algorithms which emulate xor.
Every other *
Every other line/pixel is also not straightforward, because we need pixel-coordinate access. This code
mix(color, getSrcColor(), float(uint(dot(v_position, u_resolution-1.0)) & 1u))
(which is only valid in GLSL ES 3 / WebGl 2.0) produces different output across browsers -- and always incorrect (artifacts along the diagonal).
If there's a way we could have not only 0-1-valued texture coordinates but also correct pixel/texel-coordinates, then we'd be done with these.