message: Don't query status of non-existant shader with glCreateShaderProgramv
  * In glCreateShaderProgramv there is no shader object, so we pass 0, so
  we just treat this as implicitly successfully compiled.
diff: @@ -85,6 +85,9 @@ void WrappedOpenGL::ShaderData::Compile(WrappedOpenGL &gl, ResourceId id, GLuint
  GLuint sepProg = prog;
  GLint status = 0;
  + if(realShader == 0)
  + status = 1;
  + else
  gl.glGetShaderiv(realShader, eGL_COMPILE_STATUS, &status);
  if(sepProg == 0 && status == 1)
  