Iīve been working with glSlang ever since ATI released their first drivers with support for it.
All in all, i think itīs quite a nice language, but then having a high-level language is always "quite nice" compared to an assembler-language.
But now i am trying to do a bit more complex stuff than only bumpmapping, and pretty fast i stumbled across annoying limitations of glSlang.
One thing is, that i cannot get the inverse matrix of something (for example the modelview-matrix).
In ARB_fp this is implemented natively, so the data is there anyway, glSlang simply does not give you the ability to access it ! Why is that? glSlang is supposed to be future-proof, but how can it be future-proof, if it doesnīt even expose everything CURRENT hardware is capable of ??
BTW: I tried to compute that inverse by myself, but i get horrible calculation-errors, due to floating point errors (or "double"-point errors )
I know this has been said before, but seeing how slow the ARB works sometimes, they might have forgotten about it already.
And since i am going to buy a Geforce 6 anyway, someday, i wouldnīt mind, if nVidia would add such stuff on their own.
Do i have to go back to ARB_fp now, to get my app running? Seems so. Itīs really sad.