No, please. Just don't. Having to learn just another "high-level shader language" just for the sake of using Ogre is not the way to go, IMHO. We already have Cg for multiplatform shader development. Node-based editors are cool (and as others mentioned here are fairly simple to write if you have a snippet-to-node conversion system) but not really suitable for the low-level Ogre environment. This is something that fits into a GDK software such as UDK and not directly into the rendering system used (as that one should not know about the process used to author the shaders used in the first place).sparkprime wrote:Forget node editors, they are absolutely absurd. What you want is a high level shader language that allows specification of the same behaviour as a node-based language but in a few lines instead of a tangled screen full of boxes.
What Ogre could do is to provide a library of common shader functions for general tasks (normal-mapping, shadow mapping, penumbra, parallax mapping, encoding/decoding deferred pipeline data into textures, ...), plus having a transparent and easy to use shader-based material system (look at Unity for that).
Cheers