You should look at this document about profiles in JOGL 2:
http://jogamp.org/jogl/doc/Overview-OpenGL-Evolution-And-JOGL.htmlIf WWJ doesn't support Android out of the box, you'll have to create a NEWT Android activity and to modify its source code in order to use GL2ES1 and/or GL2ES2 so that it goes on working in desktop environments and it works in embedded environments.
This isn't specific to JOGL. If a graphics driver supports only OpenGL-ES, you can't use OpenGL but it is possible to use a common subset of OpenGL and OpenGL-ES like GL2ES1 and GL2ES2. It is possible to emulate OpenGL-ES in desktop environments with Mesa and ANGLE.
Edit.: This post is really useful to know how to install JOGL 2 under Eclipse and use it with Android:
http://forum.jogamp.org/Recreating-Jogl2-Android-demo-projects-in-Eclipse-tp4027079p4027138.html