title: Trying to load and initialize a shader using jogl
body: <p>Trying to initialize some shaders in <code>JOGL</code>.</p>
  
  <p>Any ideas why the error is empty? I check the size of it, and it looks larger than 0 since <code>"Unknown"</code> is not printed.</p>
  
  <pre><code>vertexShaderProgram = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
  fragmentShaderProgram = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);
  gl.glShaderSource(vertexShaderProgram, 1, vsrc, null, 0);
  gl.glCompileShader(vertexShaderProgram);
  gl.glShaderSource(fragmentShaderProgram, 1, fsrc, null, 0);
  gl.glCompileShader(fragmentShaderProgram);
  shaderprogram = gl.glCreateProgram();
  
  gl.glAttachShader(shaderprogram, vertexShaderProgram);
  gl.glAttachShader(shaderprogram, fragmentShaderProgram);
  gl.glLinkProgram(shaderprogram);
  gl.glValidateProgram(shaderprogram);
  IntBuffer intBuffer = IntBuffer.allocate(1);
  gl.glGetProgramiv(shaderprogram, GL2.GL_LINK_STATUS, intBuffer);
  
  System.out.println("got link status");
  
  if (intBuffer.get(0) != 1) {
      gl.glGetProgramiv(shaderprogram, GL2.GL_INFO_LOG_LENGTH, intBuffer);
      int size = intBuffer.get(0);
      System.err.println("Program link error: ");
      if (size &gt; 0) {
          ByteBuffer byteBuffer = ByteBuffer.allocate(size);
          gl.glGetProgramInfoLog(shaderprogram, size, intBuffer, byteBuffer);
          for (byte b: byteBuffer.array()) {
              System.err.print((char) b);
          }
      } else {
          System.out.println("Unknown");
      }
      System.exit(1);
  }
  </code></pre>
  
  <p>I get an error on console, but contains no data ..</p>
  
  <pre><code>got link status
  Program link error: 
  </code></pre>
  
  <p>This is my fragment shader ..</p>
  
  <pre><code>&lt; FILE :: fragmentShader.txt &gt;
  uniform sampler2D fish_y_offset;
  uniform float alphavalue;
  void main()
  {
      gl_FragColor = texture2D(fish_y_offset, gl_TexCoord[0].st);
      gl_FragColor.a=alphavalue;
  
  }
  </code></pre>
  
  <p>and this is my vertex shader ..</p>
  
  <pre><code>&lt; FILE :: vertextShader.txt &gt;
  uniform float waveTime;
  uniform float waveWidth;
  uniform float waveHeight;
  void main(void)
  {
      vec4 v = vec4(gl_Vertex);
      v.y = 11 + sin(waveWidth * v.x + waveTime) * cos(waveWidth * v.z + waveTime) * waveHeight;
      gl_Position = gl_ModelViewProjectionMatrix * v;
      gl_TexCoord[0] = gl_MultiTexCoord0;
  }
  </code></pre>