}
}
@Override
public void initShaders() {
defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersDefault());
defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersDefault());
// TODO: Find a better way to do this
prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost());
prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO());
prepareAndStoreShaderProgramInstance("lightshaft", new ShaderParametersLightShaft());
prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersSobel());
prepareAndStoreShaderProgramInstance("prePost", new ShaderParametersPrePost());
prepareAndStoreShaderProgramInstance("combine", new ShaderParametersCombine());
prepareAndStoreShaderProgramInstance("highp", new ShaderParametersDefault());
prepareAndStoreShaderProgramInstance("blur", new ShaderParametersDefault());
prepareAndStoreShaderProgramInstance("down", new ShaderParametersDefault());
prepareAndStoreShaderProgramInstance("hdr", new ShaderParametersHdr());
prepareAndStoreShaderProgramInstance("sky", new ShaderParametersSky());
prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersChunk());
prepareAndStoreShaderProgramInstance("particle", new ShaderParametersParticle());
prepareAndStoreShaderProgramInstance("block", new ShaderParametersBlock());
prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersShadowMap());
prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug());
prepareAndStoreShaderProgramInstance("ocDistortion", new ShaderParametersOcDistortion());
prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersLightBufferPass());
prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersLightGeometryPass());
prepareAndStoreShaderProgramInstance("simple", new ShaderParametersDefault());
prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersDefault());
}