code: func BindFragDataLocationIndexed(program uint32, colorNumber uint32, index uint32, name *uint8) {
  	C.glowBindFragDataLocationIndexed(gpBindFragDataLocationIndexed, (C.GLuint)(program), (C.GLuint)(colorNumber), (C.GLuint)(index), (*C.GLchar)(unsafe.Pointer(name)))
  }
docs: // bind a user-defined varying out variable to a fragment shader color number and index