+ GLuint program, vert, frag;
+ const char *svs, *sfs;
+ char *avs, *afs;
+
+ int static_src = 1;
+
+ /* If we are compiling this again, we obviously need to try to take the src
+ * from the disk instead.
+ *
+ * Only do this if we have filenames set on the shader, so engine shaders
+ * dont have to do it (text.. etc).
+ */
+ if( shader->compiled )
+ {
+ if( shader->vs.orig_file && shader->fs.orig_file )
+ static_src = 0;
+ else return 1;
+ }
+
+ if( static_src )
+ {
+ svs = shader->vs.static_src;
+ sfs = shader->fs.static_src;
+ }
+ else
+ {
+ vg_fatal_exit_loop( "Unimplemented" );
+
+#if 0
+ char error[260];
+ char path[260];
+ strcpy( path, shader->vs.orig_file );
+ avs = stb_include_file( path, "", "../../shaders", error );
+
+ strcpy( path, shader->fs.orig_file );
+ afs = stb_include_file( path, "", "../../shaders", error );
+
+ if( !avs || !afs )
+ {
+ vg_error( "Could not find shader source files (%s)\n",
+ shader->vs.orig_file );
+
+ vg_free( avs );
+ vg_free( afs );
+ return 0;
+ }
+
+ svs = avs;
+ sfs = afs;
+#endif
+ }