text: #ifndef SHADERFACTORY_H
  #define SHADERFACTORY_H
  
  #include <GL/glew.h>
  
  #include <QString>
  
  class ShaderFactory
  {
   public :
  
    static bool loadShadersFromFile(GLhandleARB&, QString, QString);
  
    static bool loadPointShader(GLhandleARB&, QString, int);
  
    static QString genPointShaderString();
    static QString genPointDepth(bool);
  
    static bool loadShader(GLhandleARB&, QString, QString);
    static QString drawShadowsVertexShader();
    static QString drawShadowsFragmentShader();
  
    static QString genBilateralFilterShaderString();
  
    static int loadShaderFromFile(GLhandleARB, QString);
  
    static void createTextureShader();
    static GLuint rcShader();
    static GLint* rcShaderParm();
  
    static void createCubeMapShader();
    static GLuint cubemapShader();
    static GLint* cubemapShaderParm();
  
   private :
    static GLuint m_rcShader;
    static GLint m_rcShaderParm[10];
  
    static GLuint m_cubemapShader;
    static GLint m_cubemapShaderParm[10];
  };
  
  #endif
  