int glActiveShaderProgram_bind(lua_State *L) { GLuint pipeline = luaL_checkinteger(L, 1); GLuint program = luaL_checkinteger(L, 2); glActiveShaderProgram(pipeline, program); return 0; } int glActiveTexture_bind(lua_State *L) { GLenum texture = luaL_checkinteger(L, 1); glActiveTexture(texture); return 0; } int glAttachShader_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLuint shader = luaL_checkinteger(L, 2); glAttachShader(program, shader); return 0; }