There are some discussions right now going on for fx functions in GLSL.
My spontaneous reaction is ... " Thats exactly what we are doing in the scene graph"
So my concern is now that we (creators of scene graphs) could get together and discuss how this would be fitted in a scene graph for the best way.
E.g. Is there a typical multieffect node that contains the shaders for each pass.
How is this described in external formats that suits our scene graphs.
How do you add GLSL to e.g. OpenFlight formats comments.... etc..
What built in uniforms should be available for the shaders from the scene graph (pass,time,lod level etc)
Any thoughts ?
/Anders Modén (www.gizmosdk.se)