by Terry Sun & Sally Kong
Thus, we have built a Chrome extension for profiling fragment shaders. This runs on a webpage, access the GLSL programs running on it, and profile the fragment shader(s) over different pixels.
Effect of replacing texture2D calls with no-ops, in a deferred shader (by Megan Moore). This shows the various effects that texture accesses may cause, which are much higher in a bloom filter (which must access dozens of nearby pixels, for each pixel) and lower for an ambient-lighting shader (which needs to do only one texture access).
Profiling (no variants) some shader experiments from kevs3d: