inline void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
{
inline void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
{
}
inline void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
}
inline void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)