Here I am.
Yes, the idea of JCD post is quite similar to one I was going (and still want) to suggest.
I have personal preferences regarding the shader languages, but 100% sure that we should leave shader programming interface generic enough to support both low-level and high-level GPU programming.
You know I already made a poll on this topic, but if we will follow the polling results right now we will get in big troubles on the nearest stages.
The major problem for all languages except Cg that they do not have good abstraction layer for parameter passing, which is 100% needed to isolate Xith3D data structures, such as Vertex4f[], from specific extension implementation details.
On longer range I will definitely vote for high-level languages, such as GLslang and Cg, but low-level programming should be always an option, but at this stage don’t expect cross-compilers that will adapt your low-level programs from one extension type to another.
I think that Xith3D should support shader program input abstraction layer, similar to one implemented in JOGL/Cg module; this layer should be compatible with different shading languages; alternate shading programs should be supported.
Now on realistic plans. Due to my personal schedule, please don’t expect that I will start implementing this functionality within nearest three weeks. But then I will need this functionality very urgent, so I guess we will have some progress with it :).
Yuri
P.S. I would like to see all your ideas on how GPU programming interfaces should look in Xith3D.