func IsShader(s Shader) (r0 bool) { defer func() { errstr := errDrain() log.Printf("gl.IsShader(%v) %v%v", s, r0, errstr) }() return C.glIsShader(s.c()) != 0 }
func IsShader(s Shader) bool { return C.glIsShader(s.c()) != 0 }
func IsShader(shader uint32) bool { return *goBoolean(C.glIsShader( C.GLuint(shader))) }
func (object Object) IsShader() bool { return C.glIsShader(C.GLuint(object)) != 0 }