glsl-optimizer
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Link-time optimizations?
Being able to optimize individual shaders is great, but it would be even better if a fragment and vertex shader could be optimized at the same time - this would allow, for example, removing vertex shader code that writes to a varying
that's not read by the fragment shader.
I don't know if Mesa's shader compiler/linker does this at all, but if so it'd be great to have that functionality exposed in glsl-optimizer.