| 879 | } |
| 880 | |
| 881 | int window::loadCustomShaderProgram(const char* vertexShaderFilename, const char* fragmentShaderFilename){ |
| 882 | GLuint newShader = loadShaderProgram(vertexShaderFilename, fragmentShaderFilename); |
| 883 | if (newShader == 0){ //did not load correctly |
| 884 | cout << "Shader program failed to load" << endl; |
| 885 | return -1; |
| 886 | } |
| 887 | customShaderPrograms.push_back(newShader); |
| 888 | return 0; |
| 889 | } |
| 890 | |
| 891 | int window::setCustomGlobalTextureShader(int index){ |
| 892 | if (index >= 0 && index < customShaderPrograms.size()) |