func (s *Sprite) GetVAO() (VAO uint32) {

	gl.GenVertexArrays(1, &VAO)
	gl.BindVertexArray(VAO)

	gl.GenBuffers(1, &s.vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, s.vbo)

	gl.BufferData(gl.ARRAY_BUFFER, len(s.vertexData)*4, gl.Ptr(&s.vertexData[0]), gl.STATIC_DRAW)

	attrib_loc := uint32(gl.GetAttribLocation(s.program, gl.Str("vert\x00")))
	color_loc := uint32(gl.GetAttribLocation(s.program, gl.Str("vertColor\x00")))
	gl.EnableVertexAttribArray(attrib_loc)
	gl.VertexAttribPointer(attrib_loc, 3, gl.FLOAT, false, int32(unsafe.Sizeof(s.vertexData[0]))*7, nil)

	gl.EnableVertexAttribArray(color_loc)
	gl.VertexAttribPointer(color_loc, 4, gl.FLOAT, false, int32(unsafe.Sizeof(s.vertexData[0]))*7, gl.PtrOffset(3*4))

	time_loc := gl.GetUniformLocation(s.program, gl.Str("time\x00"))

	gl.Uniform1f(time_loc, s.runtime)

	gl.BindBuffer(gl.ARRAY_BUFFER, 0)

	gl.BindVertexArray(0)

	//Update
	time := glfw.GetTime()
	elapsed := float32(time) - s.previousTime
	s.previousTime = float32(time)
	s.runtime = s.runtime + elapsed
	return
}
func LoadShader(filename string, shader_type uint32) (shader uint32) {
	var shader_bytes []byte
	var shader_string string
	var shader_err error
	var status int32
	shader = gl.CreateShader(shader_type)
	shader_bytes, shader_err = ioutil.ReadFile(filename)
	shader_bytes = append(shader_bytes, []byte("\x00")[0])
	if shader_err != nil {
		log.Fatal("Could not load shader from file: ", filename)
	}

	shader_string = string(shader_bytes)
	csource := gl.Str(shader_string)
	gl.ShaderSource(shader, 1, &csource, nil)
	gl.CompileShader(shader)

	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		log.Printf("Compile error in shader %s:\n", filename)
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		l := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(l))

		log.Fatal(l)
	}

	return
}