printf("%s\n", frag_shader.c_str());
glsl_program_num = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);