For shading languages, it's not clear to me why GLSL-to-SPIRV would be so slow. Would be great to hear back from Google. Side note: we are currently experimenting [1] with Rust-based SPIR-V generation, and the transformation is looking to be mostly trivial - there is no reason it should be slow.
A bigger question though that needs to be resolved is how to specialize SPIR-V shaders. Without this, there is no good alternative to text-based cut-and-paste that the blog argues to be the best approach.