GLSL is fundamentally different from other shader solutions because the server (GPU driver) is responsible for shader compilation. Cg and HLSL are (afaik) generally compiled a priori and sent to the GPU in that way.This causes some real-world practical issues:many drivers provide buggy compilerscompilers differ in terms of strictness (one GPU can accept a program while another won't)also we can't know how the assembler code will be optimisedWhat are the upsides of GLSL's current approach? Is it worth it?
What are the advantages of GLSL's compilation model?
opengl;gpu