FPS_UINT32 MaterialManager::CreateShader(
		const MATERIAL_SHADER &p_ShaderInfo,
		std::list< std::string > &p_ShaderParameters,
		MD5_DIGEST &p_ShaderDigest )
    {
		Shader *pMaterialShader = new Shader( );

		if( p_ShaderInfo.Types & SHADER_TYPE_VERTEX )
		{
			if( pMaterialShader->CreateShaderFromSource(
				p_ShaderInfo.VertexSource, SHADER_TYPE_VERTEX,
				p_ShaderInfo.VertexFile ) != FPS_OK )
			{
				std::cout << "[FPS::MaterialManager::CreateShader] <ERROR> "
					"Failed to compile the vertex shader" << std::endl;

				return FPS_FAIL;
			}
		}

		if( p_ShaderInfo.Types & SHADER_TYPE_FRAGMENT )
		{
			if( pMaterialShader->CreateShaderFromSource(
				p_ShaderInfo.FragmentSource, SHADER_TYPE_FRAGMENT,
				p_ShaderInfo.FragmentFile ) != FPS_OK )
			{
				std::cout << "[FPS::MaterialManager::CreateShader] <ERROR> "
					"Failed to compile the vertex shader" << std::endl;

				return FPS_FAIL;
			}
		}

		if( p_ShaderInfo.Types & SHADER_TYPE_GEOMETRY )
		{
			if( pMaterialShader->CreateShaderFromSource(
				p_ShaderInfo.GeometrySource, SHADER_TYPE_GEOMETRY,
				p_ShaderInfo.GeometryFile ) != FPS_OK )
			{
				std::cout << "[FPS::MaterialManager::CreateShader] <ERROR> "
					"Failed to compile the vertex shader" << std::endl;

				return FPS_FAIL;
			}
		}

		pMaterialShader->GetShaderParameters( p_ShaderParameters );
		pMaterialShader->Link( );
		pMaterialShader->GetDigest( p_ShaderDigest );

		std::pair< std::map< MD5_DIGEST, Shader * >::iterator, bool >
			ShaderMapResult;
		
		ShaderMapResult = m_Shaders.insert( std::pair< MD5_DIGEST, Shader * >(
			p_ShaderDigest, pMaterialShader ) );

		if( ShaderMapResult.second == false )
		{
			// The shader wasn't added, so delete it
			std::cout << "[FPS::MaterialManager::CreateShader] <INFO> "
				"Duplicate shader detected, not adding" << std::endl;
			SafeDelete< Shader >( pMaterialShader );
		}

		return FPS_OK;
	}