On the topic of GL in Mac OSX:
Compute shaders are core in 4.3 although, as with anything OpenGL, it could be implemented as a stand alone extension and work on 4.1. The beauty of GL. Not like apple will anyways. Intel drivers for Windows are stuck at GL4.0, but they implement several of the more interesting extensions of 4.3, so it's not that horrible to develop for Intel GPUs today; however, compute shaders are not in there either.
The main problem with Apple and OSX is Apple's driver architecture choice. Long story short, it's apple themselves who partially implement the driver for the OS (in a similar fashion to how DX versioning works with Microsoft), which limits the fast cycles of constant improvement GPU manufacturers can provide with their drivers. The state of GL on windows is, basically, that manufactures do everything. This lead to poor support from some of them (notoriously Intel) but recent explosion on GL usage (most likely due to the efforts of the Khronos group to modernize the API and Valve's Steam backing it up) has lead to bleeding edge support from both leading GPU manufacturers on those platforms that are not locked up.
Mac OSX is locked up. Ahh, Apple.
It was not until recently that Apple simply didn't want to update their GL implementation beyond 3.2, which exposes about the equivalent of something between DX9 and DX10. In fact, while the current release of the OS supports 4.1, it still limits the implementation to part of the complete GL4.1 spec (it's fully GL4.1 complaint, but doesn't implement an alternative called "compatibility profile". It's a long story).
So you guys understand what this all means, we've had DX11-class hardware running inside Macintosh PCs for their whole effective life without ever being able to access the DX11-class features, because the OS did not bother to support it. It's no wonder gaming support on OSX was almost non existent.