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so now were gonna look at texturing with example 4.1 when they run that here and you can see its demonstrating how to paint a texture onto our two triangles and to bring in text stream were going to need to be able to load images from files in this case from a JPEG and so for that purpose were adding a new dependency s2b image now we also have these other two includes file system that H and chair SH these provide abstractions for working with the file system for logon files and for encapsulating a shader as a class Im not going to cover that its not anything specific to OpenGL it just abstract surround it in a little bit more convenient way and so now when we load a shader and set it up for use its done with this constructor Kol where you pass in the file path to the vertex shader and then the file path the fragment shader and now those are stored in separate files before we were just writing them in line in the strings but as your code gets larger of course its better to spli