GLSL optimizer ============== A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on. Apparently quite a few mobile platforms are pretty bad at optimizing GLSL shaders; and unfortunately they *also* lack offline shader compilers. So using a GLSL optimizer offline before can make the shader run much faster on a platform like that. See performance numbers in [this blog post](http://aras-p.info/blog/2010/09/29/glsl-optimizer/). Almost all actual code is [Mesa 3D's GLSL](http://cgit.freedesktop.org/mesa/mesa/log/) compiler; all this library does is spits out optimized GLSL back, and adds GLES type precision handling to the optimizer. This GLSL optimizer is made for [Unity's](http://unity3d.com/) purposes and is built-in in [Unity 3](http://unity3d.com/unity/whats-new/unity-3) and later. GLSL Optimizer is licensed according to the terms of the MIT license. Usage ----- Visual Studio 2008 (Windows, x86) and Xcode 3.2 (Mac, i386) project files for a static library are provided in `src/glsl/msvc/mesaglsl2.vcproj` and `src/glsl/xcode/mesaglsl2` respectively. For Linux you can use cmake. Just type "cmake . && make" in the root directory. This will build the optimizer library and some executable binaries. Interface for the library is `src/glsl/glsl_optimizer.h`. General usage is: ctx = glslopt_initialize(); for (lots of shaders) { shader = glslopt_optimize (ctx, shaderType, shaderSource, options); if (glslopt_get_status (shader)) { newSource = glslopt_get_output (shader); } else { errorLog = glslopt_get_log (shader); } glslopt_shader_delete (shader); } glslopt_cleanup (ctx); Notes ----- * GLSL versions 1.10 and 1.20 are supported. 1.10 is the default, use #version 120 to specify 1.20. * GLSL ES version 1.00 is supported.