Except for trial and error, incremental edits, and binary search debugging, are there any "real" profilers for GLSL shaders? I'm able to max out the triangle pipeline and can match the fixed function pipeline's performance and display but my shaders are very simple. As my shaders become more complex, I would like to be able to identity hot spots in the flow and focus my efforts (instead of manually trying to locate problem areas). The are tools for D3D, but I don't see anything for OpenGL.
Any pointers would be greatly appreciated.



