return shader;
}
private int linkProgram () {
GL20 gl = Gdx.gl20;
int program = gl.glCreateProgram();
if (program == 0) return -1;
gl.glAttachShader(program, vertexShaderHandle);
gl.glAttachShader(program, fragmentShaderHandle);
gl.glLinkProgram(program);
ByteBuffer tmp = ByteBuffer.allocateDirect(4);
tmp.order(ByteOrder.nativeOrder());
IntBuffer intbuf = tmp.asIntBuffer();
gl.glGetProgramiv(program, GL20.GL_LINK_STATUS, intbuf);
int linked = intbuf.get(0);
if (linked == 0) {
// Gdx.gl20.glGetProgramiv(program, GL20.GL_INFO_LOG_LENGTH, intbuf);
// int infoLogLength = intbuf.get(0);
// if (infoLogLength > 1) {