GLFW made doing rendering contexts a cinch
SOIL made loading textures simple
GLEW, GLAD, etc wrangled the API
GLM, Hypatia and linMath handles the matrix and quaternions
Is there anything out there that can do that for GLSL shaders in C or C++ (C preferred)
Besides the basics (load a shader from disk and compile) -- I'm looking for things to speed up development time. For example: Advanced features might be a recompilation trigger or something to manage the #defines in a mega-shader -- Maybe something to compile, save the binary off for subsequent loads on the same machine, etc.
NOTE: I initially asked this on SO, but they deleted it (...because I asked for a software recommendation...)