I'm new to OpenGL and I was trying to write a Shader class that loads the shaders from a file and compiles them. The problem is, neither of them are compiling. Both shows error messages like this:
0:1(1): error: syntax error, unexpected $end
I've searched many questions here with the same problem but none of them has worked. The code is below:
Shader.h
#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader {
    public:
        Shader(const GLchar* path);
        GLint Compile(GLenum type);
        GLuint GetID() const;
        const char* GetShaderCode() const;
        void InfoLog() const;
    private:
        GLuint shaderId;
        const char* shaderCode;
        int shaderCodeLength;
        char log[512];
};
#endif
Shader.cpp (the functions where the problem is)
#include "Shader.h"
Shader::Shader(const GLchar* path) {
    std::string shaderString;
    std::ifstream shaderFile;
    std::stringstream shaderStream;
    shaderFile.exceptions(std::ifstream::badbit);
    try {
        shaderFile.open(path);
        shaderStream << shaderFile.rdbuf();
        shaderFile.close();
        shaderString = shaderStream.str();
    } catch (std::ifstream::failure e) {
        std::cout << "Error while reading the file. (Does the file exist?)" << std::endl;
    }
    shaderCode = const_cast<const GLchar*>(shaderString.c_str());
    shaderCodeLength = shaderString.length();
}
GLint Shader::Compile(GLenum type) {
    //Compilates the shader and returns GL_TRUE if succesful or GL_FALSE otherwise.
    GLint status;
    shaderId = glCreateShader(type);
    glShaderSource(shaderId, 1, &shaderCode, &shaderCodeLength);
    glCompileShader(shaderId);
    glGetShaderiv(shaderId, GL_COMPILE_STATUS, &status);
    glGetShaderInfoLog(shaderId, 512, NULL, log);
    return status;
}
shader.vert
#version 130
in vec2 position;
in vec3 color;
in vec2 texcoord;
out vec3 Color;
out vec2 Texcoord;
uniform mat4 trans;
void main() {
    Color = color;
    Texcoord = texcoord;
    gl_Position = trans * vec4(position, 0.0, 1.0);
}
shader.frag
#version 130
in vec3 Color;
in vec2 Texcoord;
out vec4 outColor;
uniform sampler2D texKitten;
uniform sampler2D texPuppy;
void main() {
    outColor = mix(texture(texKitten, Texcoord), texture(texPuppy, Texcoord), 0.5);
};
Many people said that the problem was that the shader source ends up a little bit like this: #version 130in vec3 Color;... (but when I print it on the main code, it prints just like it is on the file) and many people are saying that this is the correct way of loading shaders from a file. So, what's wrong in doing this way? Is there a better way?
 
    