I'm using a heavy shader which takes a lot of time to compile so I'm trying to use binary shaders.
I'd like to compile a shader once and just load it onto shader pipeline next time I use it. It's a common practice in Direct3D by using CreatePixelShader or CreateVertexShader functions to load compiled binary shaders.
Only thing I googled is glShaderBinary which is part of OpenGL ES and I cannot use it because glGetIntegerv with parameter GL_NUM_SHADER_BINARY_FORMATS returns 0 (obviously because I don't have OpenGL ES extension).
Is there a way to make it work without OpenGL ES?
What's the minimal version of OpenGL standard that supports this?