bool Program::CreateVertexFragmentProgramFromFile( const char* vertexShaderFilename, const char* fragmentShaderFilename) { Shader vertexShader; bool success = vertexShader.CreateFromFile( GL_VERTEX_SHADER, vertexShaderFilename); if (!success) { return false; } Shader fragmentShader; success = fragmentShader.CreateFromFile( GL_FRAGMENT_SHADER, fragmentShaderFilename); if (!success) { return false; } const GLuint shaders[] = { vertexShader.Release(), fragmentShader.Release() }; return CreateFromShaders(shaders, 2); }