void Shader::compileShader( osg::State& state ) const { PerContextShader* pcs = getPCS( state.getContextID() ); if( pcs ) pcs->compileShader( state ); }
void Shader::compileShader( unsigned int contextID ) const { PerContextShader* pcs = getPCS( contextID ); if( pcs ) pcs->compileShader(); }