//-----------------------------------------------------------------------------
void GLSLProgramProcessor::bindSubShaders(Program* program, GpuProgramPtr pGpuProgram)
{
	if (program->getDependencyCount() > 0)
	{
		// Get all attached shaders so we do not attach shaders twice.
		// maybe GLSLProgram should take care of that ( prevent add duplicate shaders )
		String attachedShaders = pGpuProgram->getParameter("attach");
		String subShaderDef = "";

		for (unsigned int i=0; i < program->getDependencyCount(); ++i)
		{
			// Here we append _VS and _FS to the library shaders (so max each lib shader
			// is compiled twice once as vertex and once as fragment shader)
			String subShaderName = program->getDependency(i);
			if (program->getType() == GPT_VERTEX_PROGRAM)
			{
				subShaderName += "_VS";
			}
			else
			{
				subShaderName += "_FS";
			}					

			// Check if the library shader already compiled
			if(!HighLevelGpuProgramManager::getSingleton().resourceExists(subShaderName))
			{
				// Create the library shader
				HighLevelGpuProgramPtr pSubGpuProgram = HighLevelGpuProgramManager::getSingleton().createProgram(subShaderName,
					ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TargetLanguage, program->getType());

				// Set the source name
				String sourceName = program->getDependency(i) + "." + TargetLanguage;
				pSubGpuProgram->setSourceFile(sourceName);
                pSubGpuProgram->load();

                // Prepend the current GLSL version
                String versionLine = "#version " + StringConverter::toString(Root::getSingleton().getRenderSystem()->getNativeShadingLanguageVersion()) + "\n";
                pSubGpuProgram->setSource(versionLine + pSubGpuProgram->getSource());

				// If we have compile errors than stop processing
				if (pSubGpuProgram->hasCompileError())
				{
					OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, 
						"Could not compile shader library from the source file: " + sourceName, 
						"GLSLProgramProcessor::bindSubShaders" );	
				}

				mLibraryPrograms.push_back(subShaderName);
			}

			// Check if the lib shader already attached to this shader
			if (attachedShaders.find(subShaderName) == String::npos)
			{
				// Append the shader name to subShaders
				subShaderDef += subShaderName + " ";
			}
		}

		// Check if we have something to attach
		if (subShaderDef.length() > 0)
		{
			pGpuProgram->setParameter("attach", subShaderDef);
		}
	}
	
}