"In my case, I want to construct and call any shader I want at run-time. Arbitrary composition is the entire point. This implies that when I want to go make a GPU call, I need to generate and link a new program, based on the specific types and access patterns of values being passed in."<p>For toy apps, sure. For professional apps or games, abso-frickin-lutely not. Shader compilation jank is still an annoying issue in even recent games, and even having the ability_ to define arbitrary shaders at any point is such a huge footgun that I'd never let it past code review.