is the most extensive API.
is a slimmed down version of OpenGL designed to run on resource constrained systems.
is a slightly reduced version of OpenGL ES exposed through JavaScript.
Transitions to more complete versions of OpenGL are generally painless. That is a conversion from WebGL to OpenGL ES, or from OpenGL ES to OpenGL should flow smoothly. Indeed, the more complete version may contain additional features or functionality that make some tasks easier.
We will be focusing on OpenGL ES 2. OpenGL ES 3 is now out, but is not widely available. OpenGL ES 3 largely builds on OpenGL ES 2, so that the code and techniques here remain valid.
Some examples and documentation cover OpenGL ES 1, which is very different from version 2. If you see method calls like glBegin(GL_TRIANGLES); ... glEnd();, you probably want to find a more modern reference.
What about apple's new Metal graphics API? Should we still bother with OpenGL? Of course. Metal is specific to Apple, and even then only for their newer A7 and A8 chips. Further, OpenGL is not standing still, they are also moving to reduce driver overhead and increase features.