I agree with Frank and btw: I offered jcl to write a node based editor, not only for shaders but also for an entire pipeline (setting up render targets and such stuff). But he refused. And I think I understand why. You can create advanced rendering frameworks with GS but eventually it lacks of engine internal optimisations. It simply doesnt make much sense. Acknex is thought to be an engine for small projects like casual games, simple shooters/RPGs or prototypes and jcl want to keep that and thats fine imo.