Managed to get compiling under ubuntu
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@ -13,10 +13,13 @@ void shaderInit(shader_t *shader,
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int isSuccess, maxLength;
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char *error;
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GLuint shaderVertex, shaderFragment, shaderProgram;
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GLchar const* filesVertex[] = { vertexShaderSource };
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GLchar const* filesFragment[] = { fragmentShaderSource };
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// Load the vertex shader first
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shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(shaderVertex, 1, &vertexShaderSource, 0);
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glShaderSource(shaderVertex, 1, filesVertex, 0);
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glCompileShader(shaderVertex);
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// Validate
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@ -32,7 +35,7 @@ void shaderInit(shader_t *shader,
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// Now load the Frag shader
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shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shaderFragment, 1, &fragmentShaderSource, 0);
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glShaderSource(shaderFragment, 1, filesFragment, 0);
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glCompileShader(shaderFragment);
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glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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