" id="notes">
        <h2>Notes</h2>
        <p><code class="function">glBindAttribLocation</code> can be called
    before any vertex shader objects are bound to the specified
    program object. It is also permissible to bind a generic
    attribute index to an attribute variable name that is never used
    in a vertex shader.</p>
        <p>If <em class="parameter"><code>name</code></em> was bound previously, that
    information is lost. Thus you cannot bind one user-defined
    attribute variable to mu