func GetActiveSubroutineUniformName(program uint32, shadertype uint32, index uint32, bufsize int32, length *int32, name *uint8) {
	C.glowGetActiveSubroutineUniformName(gpGetActiveSubroutineUniformName, (C.GLuint)(program), (C.GLenum)(shadertype), (C.GLuint)(index), (C.GLsizei)(bufsize), (*C.GLsizei)(unsafe.Pointer(length)), (*C.GLchar)(unsafe.Pointer(name)))
}
func GetActiveSubroutineUniformName(program uint32, shadertype uint32, index uint32, bufsize int32, length *int32, name *uint8) {
	C.glowGetActiveSubroutineUniformName(gpGetActiveSubroutineUniformName, (C.GLuint)(program), (C.GLenum)(shadertype), (C.GLuint)(index), (C.GLsizei)(bufsize), (*C.GLsizei)(unsafe.Pointer(length)), (*C.GLchar)(unsafe.Pointer(name)))
}
func GetActiveSubroutineUniformName ( program uint32 , shadertype uint32 , index uint32 , bufsize int32 , length * int32 , name * uint8 ) { C . glowGetActiveSubroutineUniformName ( gpGetActiveSubroutineUniformName , ( C . GLuint ) ( program ) , ( C . GLenum ) ( shadertype ) , ( C . GLuint ) ( index ) , ( C . GLsizei ) ( bufsize ) , ( * C . GLsizei ) ( unsafe . Pointer ( length ) ) , ( * C . GLchar ) ( unsafe . Pointer ( name ) ) ) }
// query the name of an active shader subroutine uniform
query the name of an active shader subroutine uniform