Sorry to drag up an old topic but I've just come across this myself. Currently I'm mixing rendering 3D meshes with SFML, and rather than write a bunch of my own classes to deal with creating shaders/ programs it's easier for me to just load an SFML shader and bind it when needed. It works perfectly for most applications (lighting and things), but I need to access the vertex attributes when using a normal map shader so I can send my array of vertex tangents. As far as I can see I need something like sf::Shader::getParamLocation() to pass the correct ID to glVertexAttribPointer (although I'm a bit new to this so I may be wrong). I realise 3D will always be off the table in SFML, so I understand if something like this won't ever be implimented (but it would be nice,
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