title: Joining more shaders (sources) to a program
body: <p>What is the easiest way to join more shaders (sources) to a glsl program? Normally when a vertex shader and fragment shader are attached to a program does something like this:</p>
  
  <pre><code>  vertex   = glCreateShader(GL_VERTEX_SHADER);
    fragment = glCreateShader(GL_FRAGMENT_SHADER);
    programa = glCreateProgram();
  
    char *vsFuente = LEE_SHADER(rutaVert);
    char *fsFuente = LEE_SHADER(rutaFrag);
  
    if(vsFuente == NULL)return GL_FALSE;
    if(fsFuente == NULL)return GL_FALSE;
  
    const char *vs = vsFuente;
    const char *fs = fsFuente;
  
    glShaderSource(vertex  ,1,&amp;vs,NULL);
    glShaderSource(fragment,1,&amp;fs,NULL);
  
    delete [] vsFuente;
    delete [] fsFuente;
  
    glCompileShader(vertex);
    glCompileShader(fragment);
  
    glAttachShader(programa,vertex);
    glAttachShader(programa,fragment);
  
    glLinkProgram(programa);
  </code></pre>
  
  <p>Well, if I want to join another pair of shader (vertex and fragment) to the same program, how do I do it? I use version 2.0 of OpenGL</p>