public void loadShaderOld(Shader shader) {
		boolean success=true;
		
		//create program object
		int program = ARBShaderObjects.glCreateProgramObjectARB();
		int vertShader = 0;
		int fragShader = 0;        
        
       //vertShader will be non zero if succefully created

        vertShader=ARBShaderObjects.glCreateShaderObjectARB(ARBVertexShader.GL_VERTEX_SHADER_ARB);
        

        ARBShaderObjects.glShaderSourceARB(vertShader, shader.getVertexShaderSource());
        ARBShaderObjects.glCompileShaderARB(vertShader);
        
        if(!printLogInfo(vertShader)){
            vertShader=0;
        }

        fragShader = ARBShaderObjects.glCreateShaderObjectARB(ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
        if(fragShader==0) success = false;
       
        ARBShaderObjects.glShaderSourceARB(fragShader, shader.getFragmentShaderSource());
        ARBShaderObjects.glCompileShaderARB(fragShader);
        
        if(!printLogInfo(fragShader)){
            fragShader=0;
        }
        
        //if vert+frag shader created bind them to the program
        if(vertShader !=0 && fragShader !=0){
            ARBShaderObjects.glAttachObjectARB(program, vertShader);
            ARBShaderObjects.glAttachObjectARB(program, fragShader);
            ARBShaderObjects.glLinkProgramARB(program);
            ARBShaderObjects.glValidateProgramARB(program);
            success=printLogInfo(program);
        }else success=false;
        
        shader.setShaderProgram(program);
        shader.setFragmentShaderProgram(fragShader);
        shader.setVertexShaderProgram(vertShader);
        
        if(!success){
        	//do something else
        }
	}