code: public static void glBindAttribLocation(int programID, int index, String name)
      {
          checkContextCompatibility();
          nglBindAttribLocation(WebGLObjectMap.get().toProgram(programID), index, name);
      }
docs: <p>{@code glBindAttribLocation} is used to associate a user-defined attribute variable in the program object
  specified by {@code programID} with a generic vertex attribute index. The name of the user-defined attribute
  variable is string in {@code name}. The generic vertex attribute index to be bound to this variable is specified
  by {@code index}. When {@code program} is made part of current state, values provided via the generic vertex
  attribute index will modify the value of the user-defined attribute variable specified by name.</p>
  
  <p>{@link #GL_INVALID_VALUE} is generated if index is greater than or equal to {@link
  #GL_MAX_VERTEX_ATTRIBS}.</p>
  
  <p>{@link #GL_INVALID_OPERATION} is generated if name starts with the reserved prefix "gl_".</p>
  
  <p>{@link #GL_INVALID_VALUE} is generated if program is not a value generated by OpenGL.</p>
  
  <p>{@link #GL_INVALID_OPERATION} is generated if program is not a program object.</p>
  
  @param programID Specifies the handle of the program object in which the association is to be made.
  @param index     Specifies the index of the generic vertex attribute to be bound.
  @param name      Specifies a string containing the name of the vertex shader attribute variable to which {@code
  index} is to be bound.