func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) {
	C.glowGetAttachedShaders(gpGetAttachedShaders, (C.GLuint)(program), (C.GLsizei)(maxCount), (*C.GLsizei)(unsafe.Pointer(count)), (*C.GLuint)(unsafe.Pointer(shaders)))
}
func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) {
	C.glowGetAttachedShaders(gpGetAttachedShaders, (C.GLuint)(program), (C.GLsizei)(maxCount), (*C.GLsizei)(unsafe.Pointer(count)), (*C.GLuint)(unsafe.Pointer(shaders)))
}
func GetAttachedShaders ( program uint32 , maxCount int32 , count * int32 , shaders * uint32 ) { C . glowGetAttachedShaders ( gpGetAttachedShaders , ( C . GLuint ) ( program ) , ( C . GLsizei ) ( maxCount ) , ( * C . GLsizei ) ( unsafe . Pointer ( count ) ) , ( * C . GLuint ) ( unsafe . Pointer ( shaders ) ) ) }
// Returns the handles of the shader objects attached to a program object
Returns the handles of the shader objects attached to a program object