+ int did_compile = 0;
+ glGetShaderiv(shader_obj, GL_COMPILE_STATUS, &did_compile);
+ if (!did_compile)
+ {
+ char info_log[2048];
+
+ glGetShaderInfoLog(shader_obj, 2048, nullptr, info_log);
+ Error("Shader compile error: %s\n", info_log);
+ return false;
+ }