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Run-time shader compilation

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Besides the fact that the "particular engine" doesn't tell us something about what kind of graphics API we are speaking of, yes, it is probably as simple as
0. integrating a text editor (okay, doing this need not be simple ;),
1. noticing the rendering system that a particular shader script has been updated, and
2. pushing the script to the graphics API for the purpose of compiling just between two frames.
Binding of parameters and streams is assumed to happen anyway. Some simple kind of version numbering along the script management object/structure would be sufficient for 1.

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I should have specified the API but the engine has paths for both OGL and DX, so I guess I was asking how is this generally done, rather than specifically.

If anyone wishes to go further, I'm hoping to compile CG to OGL 3.x and DX 11.

Thanks for the responses, I'll do some digging

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