Index: graphics_library/SimpleFragmentShader.fragmentshader
===================================================================
--- graphics_library/SimpleFragmentShader.fragmentshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/SimpleFragmentShader.fragmentshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,7 @@
+#version 330 core
+
+out vec3 color;
+
+void main(){
+   color = vec3(1,0,0);
+}
Index: graphics_library/SimpleTransform.vertexshader
===================================================================
--- graphics_library/SimpleTransform.vertexshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/SimpleTransform.vertexshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,22 @@
+#version 330 core
+
+// Input vertex data, different for all executions of this shader.
+layout(location = 0) in vec3 vertexPosition_modelspace;
+
+// Notice that the "1" here equals the "1" in glVertexAttribPointer
+layout(location = 1) in vec3 vertexColor;
+
+// Output data ; will be interpolated for each fragment.
+out vec3 fragmentColor;
+// Values that stay constant for the whole mesh.
+uniform mat4 MVP;
+
+void main(){
+
+	// Output position of the vertex, in clip space : MVP * position
+	gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
+
+   // The color of each vertex will be interpolated
+   // to produce the color of each fragment
+   fragmentColor = vertexColor;
+}
Index: graphics_library/SimpleVertexShader.vertexshader
===================================================================
--- graphics_library/SimpleVertexShader.vertexshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/SimpleVertexShader.vertexshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,8 @@
+#version 330 core
+
+layout(location = 0) in vec3 vertexPosition_modelspace;
+
+void main() {
+   gl_Position.xyz = vertexPosition_modelspace;
+   gl_Position.w = 1.0;
+}
Index: graphics_library/SingleColor.fragmentshader
===================================================================
--- graphics_library/SingleColor.fragmentshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/SingleColor.fragmentshader	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,14 @@
+#version 330 core
+
+// Interpolated values from the vertex shaders
+in vec3 fragmentColor;
+
+// Ouput data
+out vec3 color;
+
+void main()
+{
+   // Output color = color specified in the vertex shader,
+   // interpolated between all 3 surrounding vertices
+   color = fragmentColor;
+}
Index: graphics_library/graphics_library.sln
===================================================================
--- graphics_library/graphics_library.sln	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/graphics_library.sln	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,20 @@
+﻿
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual C++ Express 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "graphics_library", "graphics_library.vcxproj", "{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Win32 = Debug|Win32
+		Release|Win32 = Release|Win32
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}.Debug|Win32.Build.0 = Debug|Win32
+		{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}.Release|Win32.ActiveCfg = Release|Win32
+		{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}.Release|Win32.Build.0 = Release|Win32
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+EndGlobal
Index: graphics_library/graphics_library.vcxproj
===================================================================
--- graphics_library/graphics_library.vcxproj	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/graphics_library.vcxproj	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,80 @@
+﻿<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9C8FFDBE-5F41-4E6D-B455-85A2E9AA781D}</ProjectGuid>
+    <RootNamespace>graphics_library</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <IncludePath>C:\glew-1.10.0\include;C:\glfw-2.7.9.bin.WIN32\include;C:\glm;$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <LibraryPath>C:\glew-1.10.0\lib\Release\Win32;C:\glfw-2.7.9.bin.WIN32\lib-msvc100;$(LibraryPath)</LibraryPath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>Disabled</Optimization>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>glew32.lib;GLFW.lib;opengl32.lib;glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="SimpleFragmentShader.fragmentshader" />
+    <None Include="SimpleTransform.vertexshader" />
+    <None Include="SimpleVertexShader.vertexshader" />
+    <None Include="SingleColor.fragmentshader" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>
Index: graphics_library/graphics_library.vcxproj.filters
===================================================================
--- graphics_library/graphics_library.vcxproj.filters	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/graphics_library.vcxproj.filters	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,36 @@
+﻿<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="Source Files">
+      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+    <Filter Include="Header Files">
+      <UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
+      <Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
+    </Filter>
+    <Filter Include="Resource Files">
+      <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
+      <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="main.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="SimpleFragmentShader.fragmentshader">
+      <Filter>Resource Files</Filter>
+    </None>
+    <None Include="SimpleTransform.vertexshader">
+      <Filter>Resource Files</Filter>
+    </None>
+    <None Include="SimpleVertexShader.vertexshader">
+      <Filter>Resource Files</Filter>
+    </None>
+    <None Include="SingleColor.fragmentshader">
+      <Filter>Resource Files</Filter>
+    </None>
+  </ItemGroup>
+</Project>
Index: graphics_library/graphics_library.vcxproj.user
===================================================================
--- graphics_library/graphics_library.vcxproj.user	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/graphics_library.vcxproj.user	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,3 @@
+﻿<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+</Project>
Index: graphics_library/main.cpp
===================================================================
--- graphics_library/main.cpp	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
+++ graphics_library/main.cpp	(revision 2ce51543b128ac8a1a9243f31d1d3774ee076a44)
@@ -0,0 +1,345 @@
+#include <cstdio>
+#include <cstdlib>
+#include <string>
+#include <fstream>
+#include <vector>
+#include <algorithm>
+
+#include <GL/glew.h>
+#include <GL/glfw.h>
+
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+using namespace glm;
+
+using namespace std;
+
+/*
+
+Rendering Pipeline
+
+All models are defined
+All vertices in each model are in model space
+
+Apply the model transformation to each model (based on model position, rotation, and scaling)
+This results in all vertices being in world space
+
+Apply the view transformation (based on camera position and rotation)
+Vertices are in camera coordinates
+
+Apply the projection matrix (camera lens angle, clipping planes) to turn coordinates into screen coordinates
+
+*/
+
+GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
+
+int main() {
+   // Initialise GLFW
+   if( !glfwInit() )
+   {
+      fprintf( stderr, "Failed to initialize GLFW\n" );
+      return -1;
+   }
+
+   glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
+   glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
+   glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
+   glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+   // Open a window and create its OpenGL context
+   if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
+   {
+      fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
+      glfwTerminate();
+      return -1;
+   }
+
+   // Initialize GLEW
+   glewExperimental = true; // Needed for core profile
+   if (glewInit() != GLEW_OK) {
+      fprintf(stderr, "Failed to initialize GLEW\n");
+      return -1;
+   }
+
+   glfwSetWindowTitle( "Tutorial 02" );
+
+   // Ensure we can capture the escape key being pressed below
+   glfwEnable( GLFW_STICKY_KEYS );
+
+   // Dark blue background
+   glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
+
+   // Enable depth test
+   glEnable(GL_DEPTH_TEST);
+   // Accept fragment if it closer to the camera than the former one
+   glDepthFunc(GL_LESS);
+
+   GLuint VertexArrayID;
+   glGenVertexArrays(1, &VertexArrayID);
+   glBindVertexArray(VertexArrayID);
+
+   // Create and compile our GLSL program from the shaders
+   GLuint programID = LoadShaders( "SimpleTransform.vertexshader", "SingleColor.fragmentshader" );
+
+   // Get a handle for our "MVP" uniform
+   GLuint MatrixID = glGetUniformLocation(programID, "MVP");
+
+   // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
+   glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
+   // Or, for an ortho camera :
+   //glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
+        
+   // Camera matrix
+   glm::mat4 View = glm::lookAt(
+      glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
+      glm::vec3(0,0,0), // and looks at the origin
+      glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
+   );
+
+   // Model matrix : an identity matrix (model will be at the origin)
+   glm::mat4 Model = glm::mat4(1.0f);
+   // Our ModelViewProjection : multiplication of our 3 matrices
+   glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
+
+   // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
+   // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
+   static const GLfloat g_vertex_buffer_data[] = {
+      -1.0f,-1.0f,-1.0f, // triangle 1 : begin
+      -1.0f,-1.0f, 1.0f,
+      -1.0f, 1.0f, 1.0f, // triangle 1 : end
+      1.0f, 1.0f,-1.0f, // triangle 2 : begin
+      -1.0f,-1.0f,-1.0f,
+      -1.0f, 1.0f,-1.0f, // triangle 2 : end
+      1.0f,-1.0f, 1.0f,
+      -1.0f,-1.0f,-1.0f,
+      1.0f,-1.0f,-1.0f,
+      1.0f, 1.0f,-1.0f,
+      1.0f,-1.0f,-1.0f,
+      -1.0f,-1.0f,-1.0f,
+      -1.0f,-1.0f,-1.0f,
+      -1.0f, 1.0f, 1.0f,
+      -1.0f, 1.0f,-1.0f,
+      1.0f,-1.0f, 1.0f,
+      -1.0f,-1.0f, 1.0f,
+      -1.0f,-1.0f,-1.0f,
+      -1.0f, 1.0f, 1.0f,
+      -1.0f,-1.0f, 1.0f,
+      1.0f,-1.0f, 1.0f,
+      1.0f, 1.0f, 1.0f,
+      1.0f,-1.0f,-1.0f,
+      1.0f, 1.0f,-1.0f,
+      1.0f,-1.0f,-1.0f,
+      1.0f, 1.0f, 1.0f,
+      1.0f,-1.0f, 1.0f,
+      1.0f, 1.0f, 1.0f,
+      1.0f, 1.0f,-1.0f,
+      -1.0f, 1.0f,-1.0f,
+      1.0f, 1.0f, 1.0f,
+      -1.0f, 1.0f,-1.0f,
+      -1.0f, 1.0f, 1.0f,
+      1.0f, 1.0f, 1.0f,
+      -1.0f, 1.0f, 1.0f,
+      1.0f,-1.0f, 1.0f
+   };
+
+   GLuint vertexbuffer;
+   glGenBuffers(1, &vertexbuffer);
+   glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
+   glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
+
+   // One color for each vertex. They were generated randomly.
+   static const GLfloat g_color_buffer_data[] = {
+      0.583f,  0.771f,  0.014f,
+      0.609f,  0.115f,  0.436f,
+      0.327f,  0.483f,  0.844f,
+      0.822f,  0.569f,  0.201f,
+      0.435f,  0.602f,  0.223f,
+      0.310f,  0.747f,  0.185f,
+      0.597f,  0.770f,  0.761f,
+      0.559f,  0.436f,  0.730f,
+      0.359f,  0.583f,  0.152f,
+      0.483f,  0.596f,  0.789f,
+      0.559f,  0.861f,  0.639f,
+      0.195f,  0.548f,  0.859f,
+      0.014f,  0.184f,  0.576f,
+      0.771f,  0.328f,  0.970f,
+      0.406f,  0.615f,  0.116f,
+      0.676f,  0.977f,  0.133f,
+      0.971f,  0.572f,  0.833f,
+      0.140f,  0.616f,  0.489f,
+      0.997f,  0.513f,  0.064f,
+      0.945f,  0.719f,  0.592f,
+      0.543f,  0.021f,  0.978f,
+      0.279f,  0.317f,  0.505f,
+      0.167f,  0.620f,  0.077f,
+      0.347f,  0.857f,  0.137f,
+      0.055f,  0.953f,  0.042f,
+      0.714f,  0.505f,  0.345f,
+      0.783f,  0.290f,  0.734f,
+      0.722f,  0.645f,  0.174f,
+      0.302f,  0.455f,  0.848f,
+      0.225f,  0.587f,  0.040f,
+      0.517f,  0.713f,  0.338f,
+      0.053f,  0.959f,  0.120f,
+      0.393f,  0.621f,  0.362f,
+      0.673f,  0.211f,  0.457f,
+      0.820f,  0.883f,  0.371f,
+      0.982f,  0.099f,  0.879f
+   };
+
+   GLuint colorbuffer;
+   glGenBuffers(1, &colorbuffer);
+   glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
+   glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
+
+   do{
+
+      // Clear the screen
+      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+      // Use our shader
+      glUseProgram(programID);
+
+      // Send our transformation to the currently bound shader, 
+      // in the "MVP" uniform
+      glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
+
+      // 1rst attribute buffer : vertices
+      glEnableVertexAttribArray(0);
+      glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
+      glVertexAttribPointer(
+         0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
+         3,                  // size
+         GL_FLOAT,           // type
+         GL_FALSE,           // normalized?
+         0,                  // stride
+         (void*)0            // array buffer offset
+      );
+
+      // 2nd attribute buffer : colors
+      glEnableVertexAttribArray(1);
+      glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
+      glVertexAttribPointer(
+         1,                   // attribute. No particular reason for 1, but must match the layout in the shader.
+         3,                   // size
+         GL_FLOAT,            // type
+         GL_FALSE,            // normalized?
+         0,                   // stride
+         (void*)0             // array buffer offset
+      );
+
+      // Draw the triangle !
+      glDrawArrays(GL_TRIANGLES, 0, 12*3);
+
+      glDisableVertexAttribArray(0);
+
+      // Swap buffers
+      glfwSwapBuffers();
+
+   } // Check if the ESC key was pressed or the window was closed
+   while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
+      glfwGetWindowParam( GLFW_OPENED ) );
+
+   // Cleanup VBO
+   glDeleteBuffers(1, &vertexbuffer);
+   glDeleteProgram(programID);
+   glDeleteVertexArrays(1, &VertexArrayID);
+
+   // Close OpenGL window and terminate GLFW
+   glfwTerminate();
+
+   return 0;
+}
+
+GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path) {
+ 
+   // Create the shaders
+   GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
+   GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
+
+   // Read the Vertex Shader code from the file
+   string VertexShaderCode;
+   ifstream VertexShaderStream(vertex_file_path, ios::in);
+   if(VertexShaderStream.is_open()){
+      string Line = "";
+      while(getline(VertexShaderStream, Line))
+            VertexShaderCode += "\n" + Line;
+      VertexShaderStream.close();
+   }else {
+      printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
+      getchar();
+      return 0;
+   }
+
+   // Read the Fragment Shader code from the file
+   string FragmentShaderCode;
+   ifstream FragmentShaderStream(fragment_file_path, ios::in);
+   if(FragmentShaderStream.is_open()) {
+      string Line = "";
+      while(getline(FragmentShaderStream, Line))
+         FragmentShaderCode += "\n" + Line;
+      FragmentShaderStream.close();
+   }
+
+
+
+   GLint Result = GL_FALSE;
+   int InfoLogLength;
+
+
+
+   // Compile Vertex Shader
+   printf("Compiling shader : %s\n", vertex_file_path);
+   char const * VertexSourcePointer = VertexShaderCode.c_str();
+   glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
+   glCompileShader(VertexShaderID);
+
+   // Check Vertex Shader
+   glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
+   glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
+   if ( InfoLogLength > 0 ){
+      vector<char> VertexShaderErrorMessage(InfoLogLength+1);
+      glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
+      printf("%s\n", &VertexShaderErrorMessage[0]);
+   }
+
+
+
+   // Compile Fragment Shader
+   printf("Compiling shader : %s\n", fragment_file_path);
+   char const * FragmentSourcePointer = FragmentShaderCode.c_str();
+   glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
+   glCompileShader(FragmentShaderID);
+
+   // Check Fragment Shader
+   glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
+   glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
+   if ( InfoLogLength > 0 ){
+      vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
+      glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
+      printf("%s\n", &FragmentShaderErrorMessage[0]);
+   }
+
+
+
+   // Link the program
+   printf("Linking program\n");
+   GLuint ProgramID = glCreateProgram();
+   glAttachShader(ProgramID, VertexShaderID);
+   glAttachShader(ProgramID, FragmentShaderID);
+   glLinkProgram(ProgramID);
+
+   // Check the program
+   glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
+   glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
+   if ( InfoLogLength > 0 ){
+      vector<char> ProgramErrorMessage(InfoLogLength+1);
+      glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
+      printf("%s\n", &ProgramErrorMessage[0]);
+   }
+
+   glDeleteShader(VertexShaderID);
+   glDeleteShader(FragmentShaderID);
+
+   return ProgramID;
+}
