public override void Unbind()
{
// tell the Link Program Manager what shader is to become inactive
if (Type == GpuProgramType.Vertex)
{
GLSLLinkProgramManager.Instance.SetActiveVertexShader(null);
}
else if (Type == GpuProgramType.Geometry)
{
GLSLLinkProgramManager.Instance.SetActiveGeometryShader(null);
}
else
{
GLSLLinkProgramManager.Instance.SetActiveFragmentShader(null);
}
}