I read a while ago, in times of GLSL 1.20 being current, that conditional statements in shaders were quite expensive. Considering a shader handling a multitude of tasks which can be switched on and off at runtime, this is clearly not what I want for my project IFF it turns out to still be true in, say, the Radeon HD 4000+ series and current GL 3.3 capable implementations. Does anyone know about this?
Also, does anyone know how efficient texture fetches have gotten with the above hardware and GL implementations?
Thank you all!