I was asking in another forum about GLSL, because I've had students with some issues running GLSL shaders particularly under Ogre.http://forums.indiegamer.com/showthread ... post196597
A lot of the so-called 'GLSL issues' tend to be caused by people writing shaders on NVidia's (broken) drivers, and expecting them to work on other platforms/vendors. I would suggest making very sure that your shaders actually follow the GLSL specification, to the letter.
Any idea how much work it would be to incorporate CgFx as the main shader framework? I might have a look at it over summer if I get any free time (its unlikely given my research workload right now, but you never know).
Probably not that much - you just have to rip out and replace the shader class and fix some of the shader-related resource parsing.
A side benefit would be that you could compile shaders to HLSL via the Cg runtime and get xbox and better PC compatability as a side effect.
HLSL doesn't do you any good without a DirectX port. Once a DirectX port is in the works though, it would be a nice feature.