void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{
	if(!shadersInitialized || ofLightsData().size()!=shaderLights){
#ifndef TARGET_OPENGLES
		string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE);
		string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE);
#endif
		string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D);
		string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D);
		shaderLights = ofLightsData().size();
		shaderNoTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,false));
		shaderNoTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,false));
		shaderNoTexture.bindDefaults();
		shaderNoTexture.linkProgram();

		shaderTexture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,true));
		shaderTexture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,true));
		shaderTexture2D.bindDefaults();
		shaderTexture2D.linkProgram();

#ifndef TARGET_OPENGLES
		shaderTextureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,shaderLights,true));
		shaderTextureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader,shaderLights,true));
		shaderTextureRect.bindDefaults();
		shaderTextureRect.linkProgram();
#endif

		shadersInitialized = true;
	}
}
void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{
    auto rendererShaders = shaders.find(&renderer);
    if(rendererShaders == shaders.end() || rendererShaders->second->numLights != ofLightsData().size()){
        if(shadersMap[&renderer].find(data.postFragment)!=shadersMap[&renderer].end()){
            auto newShaders = shadersMap[&renderer][data.postFragment].lock();
            if(newShaders == nullptr || newShaders->numLights != ofLightsData().size()){
                shadersMap[&renderer].erase(data.postFragment);
                shaders[&renderer] = nullptr;
            }else{
                shaders[&renderer] = newShaders;
            }
        }
    }

    if(shaders[&renderer] == nullptr){
        #ifndef TARGET_OPENGLES
            string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE);
            string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE);
        #endif
        string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D);
        string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D);
        auto numLights = ofLightsData().size();
        shaders[&renderer].reset(new Shaders);
        shaders[&renderer]->numLights = numLights;
        shaders[&renderer]->noTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,false));
        shaders[&renderer]->noTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,false));
        shaders[&renderer]->noTexture.bindDefaults();
        shaders[&renderer]->noTexture.linkProgram();

        shaders[&renderer]->texture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,false));
        shaders[&renderer]->texture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,false));
        shaders[&renderer]->texture2D.bindDefaults();
        shaders[&renderer]->texture2D.linkProgram();

        #ifndef TARGET_OPENGLES
            shaders[&renderer]->textureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,false));
            shaders[&renderer]->textureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,false));
            shaders[&renderer]->textureRect.bindDefaults();
            shaders[&renderer]->textureRect.linkProgram();
        #endif

        shaders[&renderer]->color.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,true));
        shaders[&renderer]->color.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,true));
        shaders[&renderer]->color.bindDefaults();
        shaders[&renderer]->color.linkProgram();


        shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,true));
        shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,true));
        shaders[&renderer]->texture2DColor.bindDefaults();
        shaders[&renderer]->texture2DColor.linkProgram();

        #ifndef TARGET_OPENGLES
            shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,true));
            shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,true));
            shaders[&renderer]->textureRectColor.bindDefaults();
            shaders[&renderer]->textureRectColor.linkProgram();
        #endif

        shadersMap[&renderer][data.postFragment] = shaders[&renderer];
    }

}