code: 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)
  }
docs: // Returns the handles of the shader objects attached to a program object