void SpriteShader::loadShaders() { loadShadersFromFile(); if (!mShader) loadDefaultFromFile(); if (!mShader) loadDefaultFromMemory(); }
GLuint Shaders::loadShadersFromFile(const char *vertexFilePath, const char *fragmentFilePath) { return loadShadersFromFile(std::string(vertexFilePath), std::string(fragmentFilePath)); }