std::ifstream vertexShaderFile("VertexShader.glsl", std::ios::in | std::ios::binary | std::ios::ate);
if (vertexShaderFile.is_open()) {
long size;
size = vertexShaderFile.tellg();
char *vertexShaderCString = new char [size];
vertexShaderFile.seekg(0, std::ios::beg);
vertexShaderFile.read(vertexShaderCString, size);
const char *vertexShaderCStringConst = vertexShaderCString;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderCStringConst, NULL);
glCompileShader(vertexShader);
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE) {
std::cout << "Vertex Shader compiling went OK" << std::endl;
}
char buffer[512];
glGetShaderInfoLog(vertexShader, 512, NULL,buffer);
printf("%s",buffer);
}