code: func (c *Context) GetAttachedShaders(program *js.Object) []*js.Object {
  	objs := c.Call("getAttachedShaders", program)
  	shaders := make([]*js.Object, objs.Length())
  	for i := 0; i < objs.Length(); i++ {
  		shaders[i] = objs.Index(i)
  	}
  	return shaders
  }
docs: // Returns a slice of WebGLShaders bound to a WebGLProgram.