Yes that is exactly what I meant Harri, I wrote our shaders to let you attach multiple shaders to a shader program so you can reuse them etc, and dynamically load compile and link them at runtime, as shaders are encouraged to be used. But Studio preloads and compiles all shaders for you, and does not provide anyway of creating them dynamically at runtime, there is no shader_create() and no shader_loader(), we need to give this some serious thought about how we are going to abstract them, because Josh has already agreed that our internal shaders should be CG and CG should be ENIGMA's primary shading language, you know, Unity3D, PS3 and Xbox, mobile, all that with CG.
I think it would be better if you could select if it is vertex or fragment shader just like you can select if its HLSL or GLSL.
Nope, not even that Harri, they should just be like regular scripts, there is no need for there to even be an option, this is just another perfect example of YoYo's inability to properly abstract shit.
PS: I don't use Studio either, I have the free version to test anomalies between our engines.