			indexBuffer = Buffer::IndexBuffer(AE_UINT, sizeof(uint32_t), 
				1, nullptr, AE_BUFFER_DYNAMIC_STORAGE);
			vertexArray.AddIndexComponent(&indexBuffer);
			vertexBuffer = Buffer::VertexBuffer(AE_FLOAT, 3, 
				sizeof(vec3), 8, nullptr, AE_BUFFER_DYNAMIC_STORAGE);
			vertexArray.AddComponent(0, &vertexBuffer);

			shader.AddStage(AE_VERTEX_STAGE, vertexPath);
			shader.AddStage(AE_FRAGMENT_STAGE, fragmentPath);

			shader.Compile();

			GetUniforms();

		}