Shader* AssetManager::LoadShaders(const std::string& shaderFile)
{
  std::ifstream file(GetAbsolutePathOfFile(shaderFile));
  Shader* pShader = new Shader();

  if (file.is_open())
  {
    while (!file.eof())
    {
      std::string subShader;
      file >> subShader;
      pShader->AddSubShader(subShader);
    }
  }

  file.close();

  return pShader;
}