protected override void LoadFromSource() { var assembler = new PixelShader(); //bool testError = assembler.RunTests(); bool error = !assembler.Compile( Source ); if ( !error ) { Gl.glBindFragmentShaderATI( programId ); Gl.glBeginFragmentShaderATI(); // Compile and issue shader commands error = !assembler.BindAllMachineInstToFragmentShader(); Gl.glEndFragmentShaderATI(); } else { } }