glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
void glGetAttachedShaders( | GLuint | program, | 
| GLsizei | maxCount, | |
| GLsizei * | count, | |
| GLuint * | shaders); | 
programSpecifies the program object to be queried.
maxCountSpecifies the size of the array for storing the returned object names.
countReturns the number of names actually returned
            in objects.
shadersSpecifies an array that is used to return the names of attached shader objects.
glGetAttachedShaders returns the
    names of the shader objects attached to
    program. The names of shader objects that
    are attached to program will be returned
    in shaders. The actual number of shader
    names written into shaders is returned in
    count. If no shader objects are attached
    to program, count
    is set to 0. The maximum number of shader names that may be
    returned in shaders is specified by
    maxCount. 
If the number of names actually returned is not required
    (for instance, if it has just been obtained by calling
    glGetProgram),
    a value of NULL may be passed for count. If
    no shader objects are attached to
    program, a value of 0 will be returned in
    count. The actual number of attached
    shaders can be obtained by calling
    glGetProgram
    with the value GL_ATTACHED_SHADERS.
GL_INVALID_VALUE is generated if
    program is not a value generated by
    OpenGL.
GL_INVALID_OPERATION is generated if
    program is not a program object.
GL_INVALID_VALUE is generated if
    maxCount is less than 0.
Copyright © 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.