bool Program::CreateVertexFragmentProgramFromSourceCode( const char* vertexShaderSourceCode, const char* fragmentShaderSourceCode) { Shader vertexShader; bool success = vertexShader.CreateFromSourceCode( GL_VERTEX_SHADER, vertexShaderSourceCode); if (!success) { return false; } Shader fragmentShader; success = fragmentShader.CreateFromSourceCode( GL_FRAGMENT_SHADER, fragmentShaderSourceCode); if (!success) { return false; } const GLuint shaders[] = {vertexShader.Release(), fragmentShader.Release()}; return CreateFromShaders(shaders, 2); }