public void DetachFromProgramObject( int programObject )
{
Gl.glDetachObjectARB(programObject, GLHandle);
GLSLHelper.CheckForGLSLError( "Error detaching " + Name + " shader object from GLSL Program Object",
programObject );
// attach child objects
foreach (var childShader in attachedGLSLPrograms.Cast<GLSLProgram>())
{
childShader.DetachFromProgramObject(programObject);
}
}