internal FontShaderNormal() { byte[] shaderByteSource = Properties.Resources.FontVertex; string shaderStr = shaderByteSource.Aggregate("", (current, t) => current + Convert.ToChar(t)); if (!AddShader(ShaderType.VertexShader, shaderStr)) { throw new Exception("Cannot create vertex shader"); } shaderByteSource = Properties.Resources.FontFragmentSimple; shaderStr = shaderByteSource.Aggregate("", (current, t) => current + Convert.ToChar(t)); if (!AddShader(ShaderType.FragmentShader, shaderStr)) { throw new Exception("Cannot create fragment shader"); } LinkShaderProgram(); Vao.Resize(BufferTarget.ArrayBuffer, 10000); Uniform1("Texture", 4); }