@classmethod<EOL><INDENT>def from_single(cls, meta: ProgramDescription, source: str):<DEDENT>
instance = cls(meta)<EOL>instance.vertex_source = ShaderSource(<EOL>VERTEX_SHADER,<EOL>meta.path or meta.vertex_shader,<EOL>source<EOL>)<EOL>if GEOMETRY_SHADER in source:<EOL><INDENT>instance.geometry_source = ShaderSource(<EOL>GEOMETRY_SHADER,<EOL>meta.path or meta.geometry_shader,<EOL>source,<EOL>)<EOL><DEDENT>if FRAGMENT_SHADER in source:<EOL><INDENT>instance.fragment_source = ShaderSource(<EOL>FRAGMENT_SHADER,<EOL>meta.path or meta.fragment_shader,<EOL>source,<EOL>)<EOL><DEDENT>if TESS_CONTROL_SHADER in source:<EOL><INDENT>instance.tess_control_source = ShaderSource(<EOL>TESS_CONTROL_SHADER,<EOL>meta.path or meta.tess_control_shader,<EOL>source,<EOL>)<EOL><DEDENT>if TESS_EVALUATION_SHADER in source:<EOL><INDENT>instance.tess_evaluation_source = ShaderSource(<EOL>TESS_EVALUATION_SHADER,<EOL>meta.path or meta.tess_evaluation_shader,<EOL>source,<EOL>)<EOL><DEDENT>return instance<EOL>
Initialize a single glsl string containing all shaders