Is there a way to determine whether a Shader will be executed in software or hardware besides sniffing the log? The log files are not standardized so it seems dodgy to parse them looking for software/hardware status.
I ask this because the X3D spec team is considering a fallback specification which allows content to specify multiple shaders for an object(performance LOD like), it will execute the one which works in hardware on the client box.
Does anyone know a way to do this, or current openGL spec work solving this issue?