Starting in early 2014, the ANGLE team has begun work on refactoring the code with the goal of supporting translation to desktop OpenGL. In 2016, work on supporting Vulkan as a back-end started. The new purpose of ANGLE is to provide a consistent OpenGL ES and EGL context on as many platforms as possible.
The design doc is available [here] (https://docs.google.com/document/d/17mxRfzXuEWyvGM3t2KqVY4svvfRj_GzysOEpmnDpqeo/edit?usp=sharing).