It currently clocks it at 12.5K but that includes stuff that could easily be stripped out. I suspect, even if I had it "finished" with everything I would ever want in it, it wouldn't be more than 15-20k. PGL saves a lot by not bothering with GLSL at all.
Glad you found it fun to play with, that's what it's for. Hoping to have a new release in the next week or so, and there have been some serious/breaking changes since the last so hopefully it goes well.
And on the topic of this thread, PGL is overkill for raylib's software rendering backend since they don't need arbitrary shader support, but I would still love to try making PGL a raylib backend someday because it would be cool and running the entire set of Raylib examples would be a great stress test. Plus then I could use raylib to make a game with PGL, win-win.
https://github.com/rswinkle/PortableGL
Cool project, and fun to play with.