e is referenced by the vertex,
            tessellation control, tessellation evaluation, geometry, or fragment
            shaders, respectively, in the program object.  The value one is written to
            <em class="parameter"><code>params</code></em> if an active variable is referenced by the corresponding shader,
            or if an active uniform block, shader storage block, or atomic counter
            buffer contains at least one variable referenced by the corresponding
            shader.  Oth