GLuint *shaders = new GLuint[attached_shaders];
GLsizei count = 0;
glGetAttachedShaders(program, attached_shaders, &count, shaders);
+ std::sort(shaders, shaders + count);
for (GLsizei i = 0; i < count; ++ i) {
getShaderSource(shaderMap, shaders[i]);
}
GLhandleARB *shaderObjs = new GLhandleARB[attached_shaders];
GLsizei count = 0;
glGetAttachedObjectsARB(programObj, attached_shaders, &count, shaderObjs);
+ std::sort(shaderObjs, shaderObjs + count);
for (GLsizei i = 0; i < count; ++ i) {
getShaderObjSource(shaderMap, shaderObjs[i]);
}