code: func GetActiveSubroutineName(program uint32, shadertype uint32, index uint32, bufsize int32, length *int32, name *uint8) {
  	C.glowGetActiveSubroutineName(gpGetActiveSubroutineName, (C.GLuint)(program), (C.GLenum)(shadertype), (C.GLuint)(index), (C.GLsizei)(bufsize), (*C.GLsizei)(unsafe.Pointer(length)), (*C.GLchar)(unsafe.Pointer(name)))
  }
docs: // query the name of an active shader subroutine