   glfwDestroyWindow(win);
   glfwTerminate();
 
-  glDeleteShader(simpleVS);
-
   return EXIT_SUCCESS;
 }

                                  field_size.x* field_size.y,
                                  make_uint3(0, 0, 0),
                                  field_size,
                                  deviceMem,
                                  threshold,
                                  stream,
                                  false,



    if (wireframe) {
      glUseProgram(solidProg);
      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
      glUniformMatrix4fv(0, 1, GL_FALSE, normal_matrix);
      glUniformMatrix4fv(1, 1, GL_FALSE, modelview_projection);
