Multipass shaders in extended version?

BlitzMax Forums/MiniB3D Module/Multipass shaders in extended version?

LT(Posted 2009) [#1]
I've been playing around with the last extended version (0.41?) for a while and made some changes to get proper looking normal maps, among other things. I am now wondering about multiple passes in OpenGL. It looks as though support for this was intended, but not finished. Attaching multiple vert and frag shaders is possible, but they are not used.

Does anyone know the proper way to implement this?

NOTE: I'm sure I could set up multiple brushes and call the "glDrawElements" function multiple times (setting the blend modes in between, of course) to get the result I want. I was just wondering if there is a simpler/better way...