func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) {
	syscall.Syscall6(gpGetAttachedShaders, 4, uintptr(program), uintptr(maxCount), uintptr(unsafe.Pointer(count)), uintptr(unsafe.Pointer(shaders)), 0, 0)
}
func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) {
	syscall.Syscall6(gpGetAttachedShaders, 4, uintptr(program), uintptr(maxCount), uintptr(unsafe.Pointer(count)), uintptr(unsafe.Pointer(shaders)), 0, 0)
}
func GetAttachedShaders ( program uint32 , maxCount int32 , count * int32 , shaders * uint32 ) { syscall . Syscall6 ( gpGetAttachedShaders , 4 , uintptr ( program ) , uintptr ( maxCount ) , uintptr ( unsafe . Pointer ( count ) ) , uintptr ( unsafe . Pointer ( shaders ) ) , 0 , 0 ) }
// Returns the handles of the shader objects attached to a program object
Returns the handles of the shader objects attached to a program object