I want 2.07 to support custom GLSL shaders, even if experimental.
For now it will be of limited use due to interaction shaders being locked to standard only (for reasons of compatibility with existing missions).
One particular place where we could apply a custom shader could be the skybox.
We have standard sky materials with multiple stages, that cause massive fillrate overdraw. If we could reduce those to a single material, the performance be could significantly improved.
Another possible application is complex water surface, but that's more complicated to achieve.
I am looking for a mapper who will be working on a test/demo map with a skybox material that combines multiple translucent textures. The old-fashioned way would be to split each texture in a separate material stage while this time they will be all fed to a customer shader in one material stage.
Ideas on going beyond the simple blending are welcome.