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; }