text: #if defined( RENDER_PLAT_OPENGL )
  
  //////////////////////////////////////////////////////
  // INCLUDES
  //////////////////////////////////////////////////////
  
  #include "common/engine/database/database.hpp"
  #include "common/engine/render/ogl/oglpixelshader.hpp"
  #include "common/engine/render/ogl/oglwrapper.hpp"
  #include "common/engine/system/assert.hpp"
  #include "common/engine/system/memory.hpp"
  #include <stdio.h>
  
  //////////////////////////////////////////////////////
  // GLOBALS
  //////////////////////////////////////////////////////
  
  //////////////////////////////////////////////////////
  // CLASS METHODS
  //////////////////////////////////////////////////////
  
  OGLPixelShader::OGLPixelShader() 
  {    
  }
  
  //============================================================================
  
  OGLPixelShader::~OGLPixelShader()
  {
  }
  
  //============================================================================
  
  void OGLPixelShader::Load( const char* path, const char* name )
  {
  	char fileName[256];
  	System::StringCopy( fileName, 256, Database::Get()->GetShaderResourcePath() );
  	System::StringConcat( fileName, 256, path );
  	System::StringConcat( fileName, 256, "binogl\\" );
  	System::StringConcat( fileName, 256, name );
  	System::StringConcat( fileName, 256, ".frag" );
  
  	CreateShaderObject( GL_FRAGMENT_SHADER_ARB );
  
  	System::StringCopy( mFilename, 256, fileName );
  	LoadShader( fileName );
  }
  
  //============================================================================
  
  void OGLPixelShader::Reload()
  {
  	LoadShader( mFilename );	
  }
  
  #endif