code: function createShaderFromSource(shaderType, shaderSource) {
  			var shader = glContext.createShader(shaderType);
  			glContext.shaderSource(shader, shaderSource);
  			glContext.compileShader(shader);
  
  			// Check for errors during compilation
  			var status = glContext.getShaderParameter(shader, glContext.COMPILE_STATUS);
  			if (!status) {
  					var infoLog = glContext.getShaderInfoLog(shader);
  					console.log("Unable to compile Kinect '" + shaderType + "' shader. Error:" + infoLog);
  					glContext.deleteShader(shader);
  					return null;
  			}
  
  			return shader;
  	}
docs: Create a shader of specified type, with the specified source, and compile it. .createShaderFromSource(shaderType, shaderSource)  shaderType: Type of shader to create (fragment or vertex shader) shaderSource: Source for shader to create (string)