func ShaderBinary(count int32, shaders *uint32, binaryformat uint32, binary unsafe.Pointer, length int32) {
	C.glowShaderBinary(gpShaderBinary, (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(shaders)), (C.GLenum)(binaryformat), binary, (C.GLsizei)(length))
}
func ShaderBinary(count int32, shaders *uint32, binaryformat uint32, binary unsafe.Pointer, length int32) {
	C.glowShaderBinary(gpShaderBinary, (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(shaders)), (C.GLenum)(binaryformat), binary, (C.GLsizei)(length))
}
func ShaderBinary ( count int32 , shaders * uint32 , binaryformat uint32 , binary unsafe . Pointer , length int32 ) { C . glowShaderBinary ( gpShaderBinary , ( C . GLsizei ) ( count ) , ( * C . GLuint ) ( unsafe . Pointer ( shaders ) ) , ( C . GLenum ) ( binaryformat ) , binary , ( C . GLsizei ) ( length ) ) }
// load pre-compiled shader binaries
load pre - compiled shader binaries