Is redundant shader code removed at link/assembly time? I’m wondering whether I need to worry about splitting up collections of library code so that only used functions are compiled?
I’m a shader newb so excuse me if this is a dumb question but I’ve Googled to no avail
I don’t believe the OpenGL specification dictates how the implementation is done, and if not then it is implementation dependent. But I find it extremely unlikely that GLSL linkers would include functions that aren’t referenced.
I don’t think you need to worry about splitting up collections of your library code.
You don’t need to care about redundant code; your only problem may become compilation times.
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