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;
}