func IsShader(shader uint32) bool {
	ret, _, _ := syscall.Syscall(gpIsShader, 1, uintptr(shader), 0, 0)
	return ret != 0
}
func IsShader(shader uint32) bool {
	ret, _, _ := syscall.Syscall(gpIsShader, 1, uintptr(shader), 0, 0)
	return ret != 0
}
func IsShader ( shader uint32 ) bool { ret , _ , _ := syscall . Syscall ( gpIsShader , 1 , uintptr ( shader ) , 0 , 0 ) return ret != 0 }
// Determines if a name corresponds to a shader object
Determines if a name corresponds to a shader object