Have anyone ever used ARB shaders with OpenTK? There are some missing constant equivalents, unless I overlooked them somewhere. I'm filling the gap with Tao for now.
Oh, and could you make a string overload like the one GLSL has for this?
byte bytes = System.Text.Encoding.ASCII.GetBytes(vertShaderSrc); IntPtr sourcePtr = Marshal.UnsafeAddrOfPinnedArrayElement(bytes, 0); GL.Arb.ProgramString(AssemblyProgramTargetArb.VertexProgram, AssemblyProgramFormatArb.ProgramFormatAsciiArb, vertShaderSrc.Length, sourcePtr);