Quote Originally Posted by Not Inferno View Post
The glsl shader code is broken up into a lot of pieces and I just take the pieces I need for each shader and glue them together (along with any parameters specified in the games shader files) to create a shader specialized for each material.

Making a holographic light? Shader just grabs the illumination code and transparency code.
Making a metal floor? Shader grabs lighting, normals, and specular.
It's too bad your engine doesn't have a tag-like system to it, then you could make this entire process data driven.