code: func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) {
  	C.glowGetAttachedShaders(gpGetAttachedShaders, (C.GLuint)(program), (C.GLsizei)(maxCount), (*C.GLsizei)(unsafe.Pointer(count)), (*C.GLuint)(unsafe.Pointer(shaders)))
  }
docs: // Returns the handles of the shader objects attached to a program object