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GLuint loadShader(GLenum shaderType, const char *pSource) {
GLuint shader;
GLint compiled;
shader = glCreateShader(shaderType);
LOGD("JNI -> new Shader = %1$d", shader);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
LOGD("JNI -> compile = %1$d", compiled);
if (!compiled) {
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