glShaderSource - one string vs multiple strings

Hi!

Question regarding shaders compilation. Say, we have multiple shaders and some common code blocks, that are included in most of them.
Is there a difference in terms of shader compilation performance between following cases:
- glShaderSource is always called with one string (concatenation of common parts and shader source)
- glShaderSource is called with multiple string (common part, shader source)


Regards,
Aleksei