func ShaderBinary(count int32, shaders *uint32, binaryformat uint32, binary unsafe.Pointer, length int32) {
	C.glowShaderBinary(gpShaderBinary, (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(shaders)), (C.GLenum)(binaryformat), binary, (C.GLsizei)(length))
}
func ShaderBinary(count int32, shaders *uint32, binaryformat uint32, binary unsafe.Pointer, length int32) {
	C.glowShaderBinary(gpShaderBinary, (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(shaders)), (C.GLenum)(binaryformat), binary, (C.GLsizei)(length))
}
// load pre-compiled shader binaries