Shaders haven’t been precompiled for PC in years due to GPU heterogeneity - it’s only games consoles where binary shaders are usable. OpenGL’s wiki is full of dire warnings about relying on binary shader representations: https://www.khronos.org/opengl/wiki/Shader_Compilation
I’m surprised there isn’t much support for even a bytecode representation…
Shaders on PC are still compiled, but to a bytecode format (DXBC or DXIL for DirectX, SpirV for Vulkan). The sources aren't shipped. The graphics drivers still have a step to compile this bytecode into the GPU's architecture low level shader assembly of course.
OpenGL is the only native API that never fully embraced bytecodes for shaders.
I'd rather know the sources than have every website be an opaque WASM blob.