I am very new to the concept and use of shaders in SpriteKit.
I found this tutorial on how to render a Mandelbrot fractal with a custom shader file - Fractal.fsh - attached to a Color Sprite's Custom Shader property.
https://www.weheartswift.com/fractals-Xcode-6/
It works fine and I thought to my self that learning about OpenGL ES and custom shaders in SpriteKit would be a fun exercise.
According to Apple though, OpenGL ES is deprecated as of iOS 12.
My question is this:
Does this mean that custom shaders for use in SpriteKit should be written in Metal as of now?
I have tried to figure out how to rewrite the fractal.fsh shader code, referred to in the first link, in Metal but I have not - yet - been able to find any resources on how to convert existing custom SKShader's from OpenGL ES to Metal. However, I am NOT looking for someone to rewrite that code to use Metal, only a pointer in the right direction.
UPDATE: Based on the answer from @Knight0fDragon I will try to clarify my question:
The documentation on the SKShader class states that:
"An SKShader object holds a custom OpenGL ES fragment shader."
https://developer.apple.com/documentation/spritekit/skshader
So if a SKShader object holds a custom OpenGL ES fragment shader, what will it hold after the support for OpenGL ES is deprecated?
How would one go on about creating a custom fragment shader to use in SpriteKit if one cannot use OpenGL ES as of iOS 12? First I thought that the *.fsh file containing the GLSL code could be replaced with a *.metal file containing equivalent metal code but that assessment was clearly too naive (because I tried and I couldn't assign the *.metal file to the Color Sprite's Custom Shader property)