+ program = glCreateProgram();
+ for(i=0; i<nshaders; ++i)
+ glAttachShader(program, shaders[i]);
+ glBindAttribLocation(program, 0, "vertex");
+ glLinkProgram(program);
+
+ glGetProgramiv(program, GL_LINK_STATUS, &status);
+ glGetProgramInfoLog(program, sizeof(info_log), &length, info_log);
+ if(!status)
+ {
+ fprintf(stderr, "Program link failed:\n%s\n", info_log);
+ glDeleteProgram(program);
+ return 0;
+ }
+ else if(length)
+ printf("Program info log:\n%s\n", info_log);
+
+ return program;
+}
+
+int create_gl_resources(Compositor *compositor, CompositedScreen *screen)
+{