I was under the impression that GLSL didn't have restrictions as to program length, register usage, etc, the way DirectX does. If this is indeed true, then why are people excited to see new demos using vs/ps 3.0?
No offense meant to anyone of course, but I'm particularly thinking of certain water demo featured on the main OpenGL.org page. I wrote a water demo that did true perturbation on my FX 5200. Why is the vertex perturbation such a big deal, when it's been supported so long, and readily available via GLSL?



