three_js library

Classes

ActiveInfo
AllNativeData
AmbientLight
This light globally illuminates all objects in the scene equally.
AmbientLightProbe
AngleOptions
AnimationAction
AnimationActions schedule the performance of the animations which are stored in AnimationClips.
AnimationBinding
AnimationClip
An AnimationClip is a reusable set of keyframe tracks which represent an animation.
AnimationMixer
The AnimationMixer is a player for animations on a particular object in the scene. When multiple objects in the scene are animated independently, one AnimationMixer may be used for each object.
AnimationObject
This is almost identical to an Group. Its purpose is to make working with animatins of objects syntactically clearer.
AnimationObjectGroup
A group of objects that receives a shared animation state.
AnimationUtils
An object with various functions to assist with animations, used internally.
ArcCurve
Alias for EllipseCurve.
ArrayCamera
name can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.
BaseBufferAttribute<TData extends NativeArray<num>>
BatchedMesh
Blob
Fake Blob for fit web code when in App & Desktop
Bone
A bone which is part of a Skeleton. The skeleton in turn is used by the SkinnedMesh. Bones are almost identical to a blank Object3D.
BooleanKeyframeTrack
A Track of Boolean keyframe values.
BoundingBox
Represents an axis-aligned bounding box (AABB) in 3D space.
BoundingSphere
A sphere defined by a center and radius.
Bounds
BoxGeometry
name is a geometry class for a rectangular cuboid with a given width, height, and depth. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.
Buffer
BufferAttribute<TData extends NativeArray<num>>
This class stores data for an attribute (such as vertex positions, face indices, normals, colors, UVs, and any custom attributes ) associated with a BufferGeometry, which allows for more efficient passing of data to the GPU. See that page for details and a usage example. When working with vector-like data, the .fromBufferAttribute( attribute, index ) helper methods on Vector2, Vector3, Vector4, and Color classes may be helpful.
BufferGeometry
A representation of mesh, line, or point geometry. Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
BufferGeometryParameters
BVHLoader
Loader loads FBX file and generates Group representing FBX scene. Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format Versions lower than this may load but will probably have errors
BVHObject
Cache
A simple caching system, used internally by FileLoader.
Camera
Abstract base class for cameras. This class should always be inherited when you build a new camera.
CameraView
CanvasTexture
Creates a texture from a canvas element.
CapsuleGeometry
CatmullRomCurve3
Create a smooth 3d spline curve from a series of points using the Catmull-Rom algorithm.
Chunk
CinquefoilKnot
CircleGeometry
CircleGeometry is a simple shape of Euclidean geometry. It is constructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius. It is built counter-clockwise from a start angle and a given central angle. It can also be used to create regular polygons, where the number of segments determines the number of sides.
Clock
Object for keeping track of time. This uses DateTime.now().millisecondsSinceEpoch.
ColladaData
ColladaLoader
Color
ColorKeyframeTrack
A Track of keyframe values that represent color.
ColorManagement
Composite
CompressedArrayTexture
CompressedTexture
Creates an texture 2D array based on data in compressed form, for example from a DDS file.
CompressedTextureLoader
Class for loading a texture. This uses the ImageLoader internally for loading files.
ConeGeometry
A class for generating cone geometries.
Console
ConvexGeometry
ConvexHull
CubeCamera
Creates 6 cameras that render to a page:WebGLCubeRenderTarget.
CubeTexture
Creates a cube texture made up of six images.
CubeTextureLoader
CubeTextureLoader can be used to load cube maps. The loader returns an instance of CubeTexture and expects the cube map to be defined as six separate images representing the sides of a cube. Other cube map definitions like vertical and horizontal cross, column and row layouts are not supported.
CubicBezierCurve
Create a smooth 2d cubic bezier curve, defined by a start point, endpoint and two control points.
CubicBezierCurve3
Create a smooth 3d cubic bezier curve, defined by a start point, endpoint and two control points.
CubicInterpolant
Fast and simple cubic spline interpolant.
CubicPoly
Curve
Extensible curve object.
CurvePath
An abstract base class extending Curve. A CurvePath is simply an array of connected curves, but retains the api of a curve.
CylinderGeometry
A class for generating cylinder geometries.
Data3DTexture
Creates a three-dimensional texture from raw data, with parameters to divide it into width, height, and depth.
DataArrayTexture
Creates an array of textures directly from raw data, width and height and depth.
DataTexture
Creates a texture directly from raw data, width and height.
DataTextureLoader
Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
DecalGeometry
DecalGeometry can be used to create a decal mesh that serves different kinds of purposes e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
DecalVertex
DecoratedTorusKnot4a
DecoratedTorusKnot4b
DecoratedTorusKnot5a
DecoratedTorusKnot5c
DepthTexture
This class can be used to automatically save the depth information of a rendering into a texture.
DeviceOrientationControls
DirectionalLight
A light that gets emitted in a specific direction. This light will behave as though it is infinitely far away and the rays produced from it are all parallel. The common use case for this is to simulate daylight; the sun is far enough away that its position can be considered to be infinite, and all light rays coming from it are parallel.
DirectionalLightShadow
This is used internally by DirectionalLights for calculating shadows.
DiscreteInterpolant
Interpolant that evaluates to the sample value at the position preceeding the parameter.
DodecahedronGeometry
A class for generating a dodecahedron geometries.
DragControls
This class can be used to provide a drag'n'drop interaction.
Easing
The Ease class provides a collection of easing functions for use with tween.js.
EdgesGeometry
This can be used as a helper object to view the edges of a geometry.
EllipseCurve
Creates a 2d curve in the shape of an ellipse. Setting the xRadius equal to the yRadius will result in a circle.
Euler
A class representing Euler Angles.
Event
EventTouch
ExtrudeGeometry
Creates extruded geometry from a path shape.
ExtrudeGeometryOptions
Face
Face2
FBXLoader
Loader loads FBX file and generates Group representing FBX scene. Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format Versions lower than this may load but will probably have errors
FigureEightPolynomialKnot
FileLoader
A low level class for loading resources with Fetch, used internally by most loaders. It can also be used directly to load any file type that does not have a loader.
FirstPersonControls
This class is an alternative implementation of FlyControls.
Float16BufferAttribute
Float32Array
Float32BufferAttribute
Float64Array
Float64BufferAttribute
FlutterAngle
FlutterAngleTexture
FlutterTexture
Creates a texture from a canvas element.
FlyControls
FlyControls enables a navigation similar to fly modes in DCC tools like Blender. You can arbitrarily transform the camera in 3D space without any limitations (e.g. focus on a specific target).
FlyMoveState
Fog
This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.
FogBase
FogExp2
This class contains the parameters that define exponential squared fog, which gives a clear view near the camera and a faster than exponentially densening fog farther from the camera.
Font
FontLoader
Class for loading a font in JSON format. Returns a font, which is an array of Shapes representing the font. This uses the FileLoader internally for loading files.
Framebuffer
FramebufferTexture
This class can only be used in combination with WebGLRenderer.copyFramebufferToTexture. final pixelRatio = devicePixelRatio; final textureSize = 128 * pixelRatio;
FrenetFrames
Frustum
GCodeLoader
GCodeLoader is used to load gcode files usually used for 3D printing or CNC applications.
GLBufferAttribute
This buffer attribute class does not construct a VBO. Instead, it uses whatever VBO is passed in constructor and can later be altered via the buffer property.
GLTFData
GLTFLoader
glTF (GL Transmission Format) is an open format specification for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb) format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
GrannyKnot
Group
This is almost identical to an Object3D. Its purpose is to make working with animatins of objects syntactically clearer.
GroupMaterial
GroupTexture
HalfEdge
HeartCurve
HelixCurve
HemisphereLight
A light source positioned directly above the scene, with color fading from the sky color to the ground color.
HemisphereLightProbe
IcosahedronGeometry
A class for generating an icosahedron geometry.
ImageDataInfo
ImageElement
ImageLoader
A loader for loading an Image. This is used internally by the CubeTextureLoader, ObjectLoader and TextureLoader.
InstancedBufferAttribute
An instanced version of BufferAttribute.
InstancedBufferGeometry
An instanced version of BufferGeometry.
InstancedInterleavedBuffer
An instanced version of InterleavedBuffer.
InstancedMesh
A special version of Mesh with instanced rendering support. Use name if you have to render a large number of objects with the same geometry and material but with different world transformations. The usage of name will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.
Int16Array
Int16BufferAttribute
Int32Array
Int32BufferAttribute
Int8Array
Int8BufferAttribute
InterleavedBuffer
Interleaved means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer.
InterleavedBufferAttribute
Interpolant
Abstract base class of interpolants over parametric samples.
Interpolation
Intersection
Joystick
KeyframeTrack
A KeyframeTrack is a timed sequence of keyframes, which are composed of lists of times and related values, and which are used to animate a specific property of an object.
Keys
khronos_boolean_enum_t
KhronosTextureContainer
KinematicsData
KnotCurve
KTXLoader
for description see https://www.khronos.org/opengles/sdk/tools/KTX/ for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
LatheGeometry
Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
Layers
A Layers object assigns an Object3D to 1 or more of 32 layers numbered 0 to 31 - internally the layers are stored as a bit mask, and by default all Object3Ds are a member of layer 0.
LibOpenGLES
https://www.khronos.org/registry/OpenGL/index_es.php#headers3
Light
Abstract base class for lights - all other light types inherit the properties and methods described here.
LightProbe
Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional, point or spot lights), light probes do not emit light. Instead they store information about light passing through 3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
LightShadow
Serves as a base class for the other shadow classes.
Line
A continuous line.
Line3
A geometric line segment represented by a start and end point.
LinearInterpolant
final interpolant = LinearInterpolant( [0,0], [0,0], 1, [0] ); interpolant.evaluate( 0.5 );
LineBasicMaterial
A material for drawing wireframe-style geometries.
LineCurve
A curve representing a 2d line segment.
LineCurve3
A curve representing a 3d line segment.
LineDashedMaterial
A material for drawing wireframe-style geometries with dashed lines.
LineLoop
A continuous line that connects back to the start.
LineSegments
A series of lines drawn between pairs of vertices.
Loader
Base class for implementing loaders
LoaderUtils
LoadingManager
Handles and keeps track of loaded and pending data. A default global instance of this class is created and used by loaders if not supplied manually - see DefaultLoadingManager.
LOD
Level of Detail - show meshes with more or less geometry based on distance from the camera.
LUTCubeLoader
A 3D LUT loader that supports the .cube file format.
LUTCubeLoaderData
MapControls
Material
Abstract base class for materials.
MaterialCreator
Create a MTLLoader.MaterialCreator @param baseUrl - Url relative to which textures are loaded @param options - Set of options on how to construct the materials side: Which side to apply the material FrontSide (default), THREE.BackSide, THREE.DoubleSide wrap: What type of wrapping to apply for textures RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping normalizeRGB: RGBs need to be normalized to 0-1 from 0-255 Default: false, assumed to be already normalized ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's Default: false @constructor
MathUtils
Matrix3
A class representing a 3x3 matrix.
Matrix4
MD2Character
MD2LoadData
MD2Loader
MD2LoaderData
Mesh
Class representing triangular polygon mesh based objects. Also serves as a base for other classes such as SkinnedMesh.
MeshBasicMaterial
A material for drawing geometries in a simple shaded (flat or wireframe) way.
MeshDepthMaterial
A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.
MeshDistanceMaterial
MeshDistanceMaterial is internally used for implementing shadow mapping with PointLights.
MeshGouraudMaterial
MeshLambertMaterial
A material for non-shiny surfaces, without specular highlights.
MeshMatcapMaterial
MeshMatcapMaterial is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.
MeshNormalMaterial
A material that maps the normal vectors to RGB colors.
MeshPhongMaterial
A material for shiny surfaces with specular highlights.
MeshPhysicalMaterial
An extension of the MeshStandardMaterial, providing more advanced physically-based rendering properties:
MeshStandardMaterial
A standard physically based material, using Metallic-Roughness workflow.
MeshToonMaterial
A material implementing toon shading.
MorphAnimMesh
MorphBuffers
MorphColor
MorphNormals
MorphTarget
Mouse
MTLLoader
The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ that describes surface shading (material) properties of objects within one or more .OBJ files.
MultiDrawRenderList
NativeArray<T extends num>
NumberKeyframeTrack
A Track of numeric keyframe values.
NURBSCurve
  • NURBS curve object
  • Derives from Curve, overriding getPoint and getTangent.
  • Implementation is based on (x, y [, z=0 , w=1]) control points with w=weight.
  • NURBSSurface
    NURBS surface object
    NURBSutils
    Object3D
    This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.
    Object3dMeta
    OBJLoader
    The OBJ file format is a simple data-format that represents 3D geometry in a human readable format as the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices.
    OctahedronGeometry
    A class for generating an octahedron geometry.
    OpenGLTexture
    OrbitControls
    Orbit controls allow the camera to orbit around a target.
    OrbitState
    OrthographicCamera
    Camera that uses orthographic projection.
    ParametricGeometries
    Experimenting of primitive geometry creation using Surface Parametric equations
    ParametricGeometry
    Parametric Surfaces Geometry based on the brilliant article by prideout
    ParametricPlaneGeometry
    ParametricSphereGeometry
    ParametricTorusKnotCurve
    ParametricTorusKnotGeometry
    ParametricTubeGeometry
    ParserState
    ParseStateMaterial
    ParseStateObject
    Path
    A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
    PathInterpolations
    PathInterpolations contains spline and Bézier functions internally used by concrete curve classes.
    Peripherals
    PeripheralsState
    PerspectiveCamera
    Camera that uses perspective projection.
    Plane
    PlaneGeometry
    A class for generating plane geometries.
    PLYLoader
    PMREMGenerator
    PMREMGeneratorOptions
    PointerLockControls
    The implementation of this class is based on the Pointer Lock API. PointerLockControls is a perfect choice for first person 3D games.
    PointLight
    A light that gets emitted from a single point in all directions. A common use case for this is to replicate the light emitted from a bare lightbulb.
    PointLightShadow
    This is used internally by PointLights for calculating shadows.
    Points
    A class for displaying points. The points are rendered by the WebGLRenderer using gl.POINTS.
    PointsMaterial
    The default material used by Points.
    PolyhedronGeometry
    A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices, project them onto a sphere, and then divide them up to the desired level of detail. This class is used by DodecahedronGeometry, IcosahedronGeometry, OctahedronGeometry, and TetrahedronGeometry to generate their respective geometries.
    Pool
    Program
    PropertyBinding
    PropertyMixer
    Buffered scene graph property that allows weighted accumulation; used internally.
    QuadraticBezierCurve
    Create a smooth 2d quadratic bezier curvehttp://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif), defined by a startpoint, endpoint and a single control point.
    QuadraticBezierCurve3
    Create a smooth 3d quadratic bezier curvehttp://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif), defined by a startpoint, endpoint and a single control point.
    Quaternion
    QuaternionKeyframeTrack
    A Track of quaternion keyframe values.
    QuaternionLinearInterpolant
    Spherical linear unit quaternion interpolant.
    Ranges
    RawShaderMaterial
    This class works just like ShaderMaterial, except that definitions of built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
    Ray
    Raycaster
    This class is designed to assist with raycasting. Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst other things.
    RectAreaLight
    RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be used to simulate light sources such as bright windows or strip lighting.
    Renderbuffer
    RenderingContext
    RenderTarget
    ReservedRange
    RGBELoader
    RingGeometry
    A class for generating a two-dimensional ring geometry.
    Scene
    Scenes allow you to set up what and where is to be rendered by three.js.
    Sequence
    Settings
    ShaderMaterial
    A material rendered with custom shaders. A shader is a small program written in GLSL that runs on the GPU. You may want to use a custom shader if you need to:
    ShaderPrecisionFormat
    ShadowMaterial
    This material can receive shadows, but otherwise is completely transparent.
    Shape
    Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with ExtrudeGeometry, ShapeGeometry, to get points, or to get triangulated faces.
    ShapeGeometry
    Creates an one-sided polygonal geometry from one or more path shapes.
    ShapePath
    This class is used to convert a series of shapes to an array of Paths, for example an SVG shape to a path.
    ShapeUtils
    A class containing utility functions for shapes.
    Skeleton
    Use an array of bones to create a skeleton that can be used by a SkinnedMesh.
    SkinnedMesh
    A mesh that has a Skeleton with bones that can then be used to animate the vertices of the geometry.
    Source
    Represents the data source of a texture.
    SphereGeometry
    A class for generating sphere geometries.
    SphericalHarmonics3
    Primary reference: https://graphics.stanford.edu/papers/envmap/envmap.pdf
    SplineCurve
    Create a smooth 2d spline curve from a series of points. Internally this uses page:Interpolations.CatmullRom to create the curve.
    SpotLight
    This light gets emitted from a single point in one direction, along a cone that increases in size the further from the light it gets.
    SpotLightShadow
    This is used internally by SpotLights for calculating shadows.
    Sprite
    A sprite is a plane that always faces towards the camera, generally with a partially transparent texture applied.
    SpriteAnimation
    SpriteAnimator
    SpriteMaterial
    A material for a use with a Sprite.
    SpriteTexture
    StereoCamera
    Dual page:PerspectiveCamera PerspectiveCameras used for effects such as 3D Anaglyph or Parallax Barrier.
    STLLoader
    Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
    StringKeyframeTrack
    A Track that interpolates Strings
    TetrahedronGeometry
    A class for generating a tetrahedron geometries.
    TextGeometry
    A class for generating text as a single geometry. It is constructed by providing a string of text, and a set of parameters consisting of a loaded font and settings for the geometry's parent ExtrudeGeometry. See the FontLoader page for additional details.
    TextGeometryOptions
    Texture
    Create a texture to apply to a surface or as a reflection or refraction map.
    TextureLoader
    Class for loading a texture. This uses the ImageLoader internally for loading files.
    TextureLoaderData
    TextureUtils
    TGALoader
    ThirdPersonControls
    ThreeFile
    ThreeJS
    threeJs utility class. If you want to learn how to connect cannon.js with js, please look at the examples/threejs_* instead.
    TorusGeometry
    A class for generating torus geometries.
    TorusKnot
    TorusKnotGeometry
    Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q. If p and q are not coprime, the result will be a torus link.
    Touch
    TrackballControls
    TrackballControls is similar to OrbitControls. However, it does not maintain a constant camera up vector. That means if the camera orbits over the “north” and “south” poles, it does not flip to stay "right side up".
    TransformFeedback
    TrefoilKnot
    TrefoilPolynomialKnot
    Triangle
    TTFFont
    TTFLoader
    Requires opentype.js to be included in the project. Loads TTF files and converts them into typeface JSON that can be used directly to create THREE.Font objects.
    TubeGeometry
    Creates a tube that extrudes along a 3d curve.
    Tween
    TweenGroup
    TypeByteLength
    TYPRFont
    TYPRLoader
    Requires opentype.js to be included in the project. Loads TTF files and converts them into typeface JSON that can be used directly to create Font objects.
    Uint16Array
    Uint16BufferAttribute
    Uint32Array
    Uint32BufferAttribute
    Uint8Array
    Uint8BufferAttribute
    Uint8ClampedBufferAttribute
    Uniform
    Uniforms are global GLSL variables. They are passed to shader programs.
    UniformLocation
    UniformsGroup
    UniformsUtils
    USDAParser
    USDZLoader
    Utils
    Vector
    Vector2
    Vector3
    Vector4
    VectorKeyframeTrack
    A Track of vectored keyframe values.
    VertexArrayObject
    VertexList
    VertexNode
    VideoTexture
    VideoTexture2
    VideoTextureOptions
    VivianiCurve
    VOXData3DTexture
    VOXLoader
    VOXMesh
    WeakMap<K, V>
    A WeakMap lets you garbage-collect its keys. Please note: The key can be garbage-collected, not the value.
    WebGL
    Amalgamation of the WebGL constants from the IDL interfaces in WebGLRenderingContextBase, WebGL2RenderingContextBase, & WebGLDrawBuffers. Because the RenderingContextBase interfaces are hidden they would be replicated in more than one class (e.g., RenderingContext and RenderingContext2) to prevent that duplication these 600+ constants are defined in one abstract class (WebGL).
    WebGL3DRenderTarget
    WebGLArrayRenderTarget
    WebGLCubeRenderTarget
    WebGLParameter
    WebGLRenderer
    WebGLRenderingContext
    WebGLRenderTarget
    WebGLRenderTargetOptions
    WebGLShader
    WebGLTexture
    WebPointerEvent
    WebXRManager
    WireframeGeometry
    This can be used as a helper object to view a BufferGeometry as a wireframe.
    WorldUVGenerator
    XRWebGLBinding
    XRWebGLLayer
    XYZLoader

    Mixins

    EventDispatcher
    JavaScript events for custom objects.

    Constants

    ACESFilmicToneMapping → const int
    AddEquation → const int
    AdditiveAnimationBlendMode → const int
    AdditiveBlending → const int
    AddOperation → const int
    AgXToneMapping → const int
    AlphaFormat → const int
    AlwaysCompare → const int
    AlwaysDepth → const int
    AlwaysStencilFunc → const int
    AttachedBindMode → const String
    backgroundCubeFrag → const String
    backgroundCubeVert → const String
    backgroundFrag → const String
    backgroundVert → const String
    BackSide → const int
    BasicDepthPacking → const int
    BasicShadowMap → const int
    ByteType → const int
    CineonToneMapping → const int
    ClampToEdgeWrapping → const int
    COMPRESSED_2D → const int
    ConstantAlphaFactor → const int
    ConstantColorFactor → const int
    cubeFrag → const String
    CubeReflectionMapping → const int
    CubeRefractionMapping → const int
    CubeUVReflectionMapping → const int
    cubeVert → const String
    CullFaceBack → const int
    CullFaceFront → const int
    CullFaceFrontBack → const int
    CullFaceNone → const int
    CustomBlending → const int
    CustomToneMapping → const int
    DecrementStencilOp → const int
    DecrementWrapStencilOp → const int
    deleted → const int
    DepthFormat → const int
    depthFrag → const String
    DepthStencilFormat → const int
    depthVert → const String
    DetachedBindMode → const String
    DisplayP3ColorSpace → const String
    distanceRgbaVert → const String
    distanceRgbeFrag → const String
    DoubleSide → const int
    DstAlphaFactor → const int
    DstColorFactor → const int
    DynamicCopyUsage → const int
    DynamicDrawUsage → const int
    DynamicReadUsage → const int
    EqualCompare → const int
    EqualDepth → const int
    EqualStencilFunc → const int
    EquirectangularReflectionMapping → const int
    EquirectangularRefractionMapping → const int
    equirectFrag → const String
    equirectVert → const String
    FlatShading → const bool
    FloatType → const int
    FrontSide → const int
    GammaEncoding → const int
    GL_3DC_X_AMD → const int
    GL_3DC_XY_AMD → const int
    GL_ACCUM_ADJACENT_PAIRS_NV → const int
    GL_ACTIVE_ATOMIC_COUNTER_BUFFERS → const int
    GL_ACTIVE_ATTRIBUTE_MAX_LENGTH → const int
    GL_ACTIVE_ATTRIBUTES → const int
    GL_ACTIVE_PROGRAM → const int
    GL_ACTIVE_PROGRAM_EXT → const int
    GL_ACTIVE_RESOURCES → const int
    GL_ACTIVE_TEXTURE → const int
    GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH → const int
    GL_ACTIVE_UNIFORM_BLOCKS → const int
    GL_ACTIVE_UNIFORM_MAX_LENGTH → const int
    GL_ACTIVE_UNIFORMS → const int
    GL_ACTIVE_VARIABLES → const int
    GL_ADJACENT_PAIRS_NV → const int
    GL_AFFINE_2D_NV → const int
    GL_AFFINE_3D_NV → const int
    GL_ALIASED_LINE_WIDTH_RANGE → const int
    GL_ALIASED_POINT_SIZE_RANGE → const int
    GL_ALL_BARRIER_BITS → const int
    GL_ALL_COMPLETED_NV → const int
    GL_ALL_SHADER_BITS → const int
    GL_ALL_SHADER_BITS_EXT → const int
    GL_ALPHA → const int
    GL_ALPHA16F_EXT → const int
    GL_ALPHA32F_EXT → const int
    GL_ALPHA8_EXT → const int
    GL_ALPHA8_OES → const int
    GL_ALPHA_BITS → const int
    GL_ALPHA_TEST_FUNC_QCOM → const int
    GL_ALPHA_TEST_QCOM → const int
    GL_ALPHA_TEST_REF_QCOM → const int
    GL_ALREADY_SIGNALED → const int
    GL_ALREADY_SIGNALED_APPLE → const int
    GL_ALWAYS → const int
    GL_AMD_compressed_3DC_texture → const int
    GL_AMD_compressed_ATC_texture → const int
    GL_AMD_framebuffer_multisample_advanced → const int
    GL_AMD_performance_monitor → const int
    GL_AMD_program_binary_Z400 → const int
    GL_ANDROID_extension_pack_es31a → const int
    GL_ANGLE_depth_texture → const int
    GL_ANGLE_framebuffer_blit → const int
    GL_ANGLE_framebuffer_multisample → const int
    GL_ANGLE_instanced_arrays → const int
    GL_ANGLE_pack_reverse_row_order → const int
    GL_ANGLE_program_binary → const int
    GL_ANGLE_texture_compression_dxt3 → const int
    GL_ANGLE_texture_compression_dxt5 → const int
    GL_ANGLE_texture_usage → const int
    GL_ANGLE_translated_shader_source → const int
    GL_ANY_SAMPLES_PASSED → const int
    GL_ANY_SAMPLES_PASSED_CONSERVATIVE → const int
    GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT → const int
    GL_ANY_SAMPLES_PASSED_EXT → const int
    GL_APPLE_clip_distance → const int
    GL_APPLE_color_buffer_packed_float → const int
    GL_APPLE_copy_texture_levels → const int
    GL_APPLE_framebuffer_multisample → const int
    GL_APPLE_rgb_422 → const int
    GL_APPLE_sync → const int
    GL_APPLE_texture_format_BGRA8888 → const int
    GL_APPLE_texture_max_level → const int
    GL_APPLE_texture_packed_float → const int
    GL_ARC_TO_NV → const int
    GL_ARM_mali_program_binary → const int
    GL_ARM_mali_shader_binary → const int
    GL_ARM_rgba8 → const int
    GL_ARM_shader_framebuffer_fetch → const int
    GL_ARM_shader_framebuffer_fetch_depth_stencil → const int
    GL_ARM_texture_unnormalized_coordinates → const int
    GL_ARRAY_BUFFER → const int
    GL_ARRAY_BUFFER_BINDING → const int
    GL_ARRAY_SIZE → const int
    GL_ARRAY_STRIDE → const int
    GL_ATC_RGB_AMD → const int
    GL_ATC_RGBA_EXPLICIT_ALPHA_AMD → const int
    GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD → const int
    GL_ATOMIC_COUNTER_BARRIER_BIT → const int
    GL_ATOMIC_COUNTER_BUFFER → const int
    GL_ATOMIC_COUNTER_BUFFER_BINDING → const int
    GL_ATOMIC_COUNTER_BUFFER_INDEX → const int
    GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV → const int
    GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV → const int
    GL_ATOMIC_COUNTER_BUFFER_SIZE → const int
    GL_ATOMIC_COUNTER_BUFFER_START → const int
    GL_ATTACHED_MEMORY_OBJECT_NV → const int
    GL_ATTACHED_MEMORY_OFFSET_NV → const int
    GL_ATTACHED_SHADERS → const int
    GL_BACK → const int
    GL_BEVEL_NV → const int
    GL_BGRA8_EXT → const int
    GL_BGRA_EXT → const int
    GL_BGRA_IMG → const int
    GL_BINNING_CONTROL_HINT_QCOM → const int
    GL_BLACKHOLE_RENDER_INTEL → const int
    GL_BLEND → const int
    GL_BLEND_ADVANCED_COHERENT_KHR → const int
    GL_BLEND_ADVANCED_COHERENT_NV → const int
    GL_BLEND_COLOR → const int
    GL_BLEND_DST_ALPHA → const int
    GL_BLEND_DST_RGB → const int
    GL_BLEND_EQUATION → const int
    GL_BLEND_EQUATION_ALPHA → const int
    GL_BLEND_EQUATION_RGB → const int
    GL_BLEND_OVERLAP_NV → const int
    GL_BLEND_PREMULTIPLIED_SRC_NV → const int
    GL_BLEND_SRC_ALPHA → const int
    GL_BLEND_SRC_RGB → const int
    GL_BLOCK_INDEX → const int
    GL_BLUE → const int
    GL_BLUE_BITS → const int
    GL_BLUE_NV → const int
    GL_BOLD_BIT_NV → const int
    GL_BOOL → const int
    GL_BOOL_VEC2 → const int
    GL_BOOL_VEC3 → const int
    GL_BOOL_VEC4 → const int
    GL_BOUNDING_BOX_NV → const int
    GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV → const int
    GL_BUFFER → const int
    GL_BUFFER_ACCESS_FLAGS → const int
    GL_BUFFER_ACCESS_OES → const int
    GL_BUFFER_BINDING → const int
    GL_BUFFER_DATA_SIZE → const int
    GL_BUFFER_IMMUTABLE_STORAGE_EXT → const int
    GL_BUFFER_KHR → const int
    GL_BUFFER_MAP_LENGTH → const int
    GL_BUFFER_MAP_OFFSET → const int
    GL_BUFFER_MAP_POINTER → const int
    GL_BUFFER_MAP_POINTER_OES → const int
    GL_BUFFER_MAPPED → const int
    GL_BUFFER_MAPPED_OES → const int
    GL_BUFFER_OBJECT_EXT → const int
    GL_BUFFER_SIZE → const int
    GL_BUFFER_STORAGE_FLAGS_EXT → const int
    GL_BUFFER_UPDATE_BARRIER_BIT → const int
    GL_BUFFER_USAGE → const int
    GL_BUFFER_VARIABLE → const int
    GL_BYTE → const int
    GL_CCW → const int
    GL_CIRCULAR_CCW_ARC_TO_NV → const int
    GL_CIRCULAR_CW_ARC_TO_NV → const int
    GL_CIRCULAR_TANGENT_ARC_TO_NV → const int
    GL_CLAMP_TO_BORDER → const int
    GL_CLAMP_TO_BORDER_EXT → const int
    GL_CLAMP_TO_BORDER_NV → const int
    GL_CLAMP_TO_BORDER_OES → const int
    GL_CLAMP_TO_EDGE → const int
    GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT → const int
    GL_CLIENT_STORAGE_BIT_EXT → const int
    GL_CLIP_DEPTH_MODE_EXT → const int
    GL_CLIP_DISTANCE0_APPLE → const int
    GL_CLIP_DISTANCE0_EXT → const int
    GL_CLIP_DISTANCE1_APPLE → const int
    GL_CLIP_DISTANCE1_EXT → const int
    GL_CLIP_DISTANCE2_APPLE → const int
    GL_CLIP_DISTANCE2_EXT → const int
    GL_CLIP_DISTANCE3_APPLE → const int
    GL_CLIP_DISTANCE3_EXT → const int
    GL_CLIP_DISTANCE4_APPLE → const int
    GL_CLIP_DISTANCE4_EXT → const int
    GL_CLIP_DISTANCE5_APPLE → const int
    GL_CLIP_DISTANCE5_EXT → const int
    GL_CLIP_DISTANCE6_APPLE → const int
    GL_CLIP_DISTANCE6_EXT → const int
    GL_CLIP_DISTANCE7_APPLE → const int
    GL_CLIP_DISTANCE7_EXT → const int
    GL_CLIP_ORIGIN_EXT → const int
    GL_CLOSE_PATH_NV → const int
    GL_COLOR → const int
    GL_COLOR_ATTACHMENT0 → const int
    GL_COLOR_ATTACHMENT0_EXT → const int
    GL_COLOR_ATTACHMENT0_NV → const int
    GL_COLOR_ATTACHMENT1 → const int
    GL_COLOR_ATTACHMENT10 → const int
    GL_COLOR_ATTACHMENT10_EXT → const int
    GL_COLOR_ATTACHMENT10_NV → const int
    GL_COLOR_ATTACHMENT11 → const int
    GL_COLOR_ATTACHMENT11_EXT → const int
    GL_COLOR_ATTACHMENT11_NV → const int
    GL_COLOR_ATTACHMENT12 → const int
    GL_COLOR_ATTACHMENT12_EXT → const int
    GL_COLOR_ATTACHMENT12_NV → const int
    GL_COLOR_ATTACHMENT13 → const int
    GL_COLOR_ATTACHMENT13_EXT → const int
    GL_COLOR_ATTACHMENT13_NV → const int
    GL_COLOR_ATTACHMENT14 → const int
    GL_COLOR_ATTACHMENT14_EXT → const int
    GL_COLOR_ATTACHMENT14_NV → const int
    GL_COLOR_ATTACHMENT15 → const int
    GL_COLOR_ATTACHMENT15_EXT → const int
    GL_COLOR_ATTACHMENT15_NV → const int
    GL_COLOR_ATTACHMENT16 → const int
    GL_COLOR_ATTACHMENT17 → const int
    GL_COLOR_ATTACHMENT18 → const int
    GL_COLOR_ATTACHMENT19 → const int
    GL_COLOR_ATTACHMENT1_EXT → const int
    GL_COLOR_ATTACHMENT1_NV → const int
    GL_COLOR_ATTACHMENT2 → const int
    GL_COLOR_ATTACHMENT20 → const int
    GL_COLOR_ATTACHMENT21 → const int
    GL_COLOR_ATTACHMENT22 → const int
    GL_COLOR_ATTACHMENT23 → const int
    GL_COLOR_ATTACHMENT24 → const int
    GL_COLOR_ATTACHMENT25 → const int
    GL_COLOR_ATTACHMENT26 → const int
    GL_COLOR_ATTACHMENT27 → const int
    GL_COLOR_ATTACHMENT28 → const int
    GL_COLOR_ATTACHMENT29 → const int
    GL_COLOR_ATTACHMENT2_EXT → const int
    GL_COLOR_ATTACHMENT2_NV → const int
    GL_COLOR_ATTACHMENT3 → const int
    GL_COLOR_ATTACHMENT30 → const int
    GL_COLOR_ATTACHMENT31 → const int
    GL_COLOR_ATTACHMENT3_EXT → const int
    GL_COLOR_ATTACHMENT3_NV → const int
    GL_COLOR_ATTACHMENT4 → const int
    GL_COLOR_ATTACHMENT4_EXT → const int
    GL_COLOR_ATTACHMENT4_NV → const int
    GL_COLOR_ATTACHMENT5 → const int
    GL_COLOR_ATTACHMENT5_EXT → const int
    GL_COLOR_ATTACHMENT5_NV → const int
    GL_COLOR_ATTACHMENT6 → const int
    GL_COLOR_ATTACHMENT6_EXT → const int
    GL_COLOR_ATTACHMENT6_NV → const int
    GL_COLOR_ATTACHMENT7 → const int
    GL_COLOR_ATTACHMENT7_EXT → const int
    GL_COLOR_ATTACHMENT7_NV → const int
    GL_COLOR_ATTACHMENT8 → const int
    GL_COLOR_ATTACHMENT8_EXT → const int
    GL_COLOR_ATTACHMENT8_NV → const int
    GL_COLOR_ATTACHMENT9 → const int
    GL_COLOR_ATTACHMENT9_EXT → const int
    GL_COLOR_ATTACHMENT9_NV → const int
    GL_COLOR_ATTACHMENT_EXT → const int
    GL_COLOR_BUFFER_BIT → const int
    GL_COLOR_BUFFER_BIT0_QCOM → const int
    GL_COLOR_BUFFER_BIT1_QCOM → const int
    GL_COLOR_BUFFER_BIT2_QCOM → const int
    GL_COLOR_BUFFER_BIT3_QCOM → const int
    GL_COLOR_BUFFER_BIT4_QCOM → const int
    GL_COLOR_BUFFER_BIT5_QCOM → const int
    GL_COLOR_BUFFER_BIT6_QCOM → const int
    GL_COLOR_BUFFER_BIT7_QCOM → const int
    GL_COLOR_CLEAR_VALUE → const int
    GL_COLOR_EXT → const int
    GL_COLOR_SAMPLES_NV → const int
    GL_COLOR_WRITEMASK → const int
    GL_COLORBURN → const int
    GL_COLORBURN_KHR → const int
    GL_COLORBURN_NV → const int
    GL_COLORDODGE → const int
    GL_COLORDODGE_KHR → const int
    GL_COLORDODGE_NV → const int
    GL_COMMAND_BARRIER_BIT → const int
    GL_COMPARE_REF_TO_TEXTURE → const int
    GL_COMPARE_REF_TO_TEXTURE_EXT → const int
    GL_COMPILE_STATUS → const int
    GL_COMPLETION_STATUS_KHR → const int
    GL_COMPRESSED_R11_EAC → const int
    GL_COMPRESSED_RED_GREEN_RGTC2_EXT → const int
    GL_COMPRESSED_RED_RGTC1_EXT → const int
    GL_COMPRESSED_RG11_EAC → const int
    GL_COMPRESSED_RGB8_ETC2 → const int
    GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 → const int
    GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT → const int
    GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT → const int
    GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG → const int
    GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG → const int
    GL_COMPRESSED_RGB_S3TC_DXT1_EXT → const int
    GL_COMPRESSED_RGBA8_ETC2_EAC → const int
    GL_COMPRESSED_RGBA_ASTC_10x10 → const int
    GL_COMPRESSED_RGBA_ASTC_10x10_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_10x5 → const int
    GL_COMPRESSED_RGBA_ASTC_10x5_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_10x6 → const int
    GL_COMPRESSED_RGBA_ASTC_10x6_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_10x8 → const int
    GL_COMPRESSED_RGBA_ASTC_10x8_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_12x10 → const int
    GL_COMPRESSED_RGBA_ASTC_12x10_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_12x12 → const int
    GL_COMPRESSED_RGBA_ASTC_12x12_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_3x3x3_OES → const int
    GL_COMPRESSED_RGBA_ASTC_4x3x3_OES → const int
    GL_COMPRESSED_RGBA_ASTC_4x4 → const int
    GL_COMPRESSED_RGBA_ASTC_4x4_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_4x4x3_OES → const int
    GL_COMPRESSED_RGBA_ASTC_4x4x4_OES → const int
    GL_COMPRESSED_RGBA_ASTC_5x4 → const int
    GL_COMPRESSED_RGBA_ASTC_5x4_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_5x4x4_OES → const int
    GL_COMPRESSED_RGBA_ASTC_5x5 → const int
    GL_COMPRESSED_RGBA_ASTC_5x5_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_5x5x4_OES → const int
    GL_COMPRESSED_RGBA_ASTC_5x5x5_OES → const int
    GL_COMPRESSED_RGBA_ASTC_6x5 → const int
    GL_COMPRESSED_RGBA_ASTC_6x5_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_6x5x5_OES → const int
    GL_COMPRESSED_RGBA_ASTC_6x6 → const int
    GL_COMPRESSED_RGBA_ASTC_6x6_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_6x6x5_OES → const int
    GL_COMPRESSED_RGBA_ASTC_6x6x6_OES → const int
    GL_COMPRESSED_RGBA_ASTC_8x5 → const int
    GL_COMPRESSED_RGBA_ASTC_8x5_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_8x6 → const int
    GL_COMPRESSED_RGBA_ASTC_8x6_KHR → const int
    GL_COMPRESSED_RGBA_ASTC_8x8 → const int
    GL_COMPRESSED_RGBA_ASTC_8x8_KHR → const int
    GL_COMPRESSED_RGBA_BPTC_UNORM_EXT → const int
    GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG → const int
    GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG → const int
    GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG → const int
    GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG → const int
    GL_COMPRESSED_RGBA_S3TC_DXT1_EXT → const int
    GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE → const int
    GL_COMPRESSED_RGBA_S3TC_DXT3_EXT → const int
    GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE → const int
    GL_COMPRESSED_RGBA_S3TC_DXT5_EXT → const int
    GL_COMPRESSED_SIGNED_R11_EAC → const int
    GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT → const int
    GL_COMPRESSED_SIGNED_RED_RGTC1_EXT → const int
    GL_COMPRESSED_SIGNED_RG11_EAC → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR → const int
    GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC → const int
    GL_COMPRESSED_SRGB8_ETC2 → const int
    GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 → const int
    GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG → const int
    GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT → const int
    GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV → const int
    GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT → const int
    GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT → const int
    GL_COMPRESSED_SRGB_S3TC_DXT1_EXT → const int
    GL_COMPRESSED_SRGB_S3TC_DXT1_NV → const int
    GL_COMPRESSED_TEXTURE_FORMATS → const int
    GL_COMPUTE_SHADER → const int
    GL_COMPUTE_SHADER_BIT → const int
    GL_COMPUTE_WORK_GROUP_SIZE → const int
    GL_CONDITION_SATISFIED → const int
    GL_CONDITION_SATISFIED_APPLE → const int
    GL_CONFORMANT_NV → const int
    GL_CONIC_CURVE_TO_NV → const int
    GL_CONJOINT_NV → const int
    GL_CONSERVATIVE_RASTER_MODE_NV → const int
    GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV → const int
    GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV → const int
    GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV → const int
    GL_CONSERVATIVE_RASTERIZATION_INTEL → const int
    GL_CONSERVATIVE_RASTERIZATION_NV → const int
    GL_CONSTANT_ALPHA → const int
    GL_CONSTANT_COLOR → const int
    GL_CONTEXT_FLAG_DEBUG_BIT → const int
    GL_CONTEXT_FLAG_DEBUG_BIT_KHR → const int
    GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR → const int
    GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT → const int
    GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT → const int
    GL_CONTEXT_FLAGS → const int
    GL_CONTEXT_LOST → const int
    GL_CONTEXT_LOST_KHR → const int
    GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR → const int
    GL_CONTEXT_RELEASE_BEHAVIOR_KHR → const int
    GL_CONTEXT_ROBUST_ACCESS_EXT → const int
    GL_CONTEXT_ROBUST_ACCESS_KHR → const int
    GL_CONTRAST_NV → const int
    GL_CONVEX_HULL_NV → const int
    GL_COPY_READ_BUFFER → const int
    GL_COPY_READ_BUFFER_BINDING → const int
    GL_COPY_READ_BUFFER_NV → const int
    GL_COPY_WRITE_BUFFER → const int
    GL_COPY_WRITE_BUFFER_BINDING → const int
    GL_COPY_WRITE_BUFFER_NV → const int
    GL_COUNT_DOWN_NV → const int
    GL_COUNT_UP_NV → const int
    GL_COUNTER_RANGE_AMD → const int
    GL_COUNTER_TYPE_AMD → const int
    GL_COVERAGE_ALL_FRAGMENTS_NV → const int
    GL_COVERAGE_ATTACHMENT_NV → const int
    GL_COVERAGE_AUTOMATIC_NV → const int
    GL_COVERAGE_BUFFER_BIT_NV → const int
    GL_COVERAGE_BUFFERS_NV → const int
    GL_COVERAGE_COMPONENT4_NV → const int
    GL_COVERAGE_COMPONENT_NV → const int
    GL_COVERAGE_EDGE_FRAGMENTS_NV → const int
    GL_COVERAGE_MODULATION_NV → const int
    GL_COVERAGE_MODULATION_TABLE_NV → const int
    GL_COVERAGE_MODULATION_TABLE_SIZE_NV → const int
    GL_COVERAGE_SAMPLES_NV → const int
    GL_CPU_OPTIMIZED_QCOM → const int
    GL_CUBIC_CURVE_TO_NV → const int
    GL_CUBIC_IMG → const int
    GL_CUBIC_MIPMAP_LINEAR_IMG → const int
    GL_CUBIC_MIPMAP_NEAREST_IMG → const int
    GL_CULL_FACE → const int
    GL_CULL_FACE_MODE → const int
    GL_CURRENT_PROGRAM → const int
    GL_CURRENT_QUERY → const int
    GL_CURRENT_QUERY_EXT → const int
    GL_CURRENT_VERTEX_ATTRIB → const int
    GL_CW → const int
    GL_D3D12_FENCE_VALUE_EXT → const int
    GL_DARKEN → const int
    GL_DARKEN_KHR → const int
    GL_DARKEN_NV → const int
    GL_DEBUG_CALLBACK_FUNCTION → const int
    GL_DEBUG_CALLBACK_FUNCTION_KHR → const int
    GL_DEBUG_CALLBACK_USER_PARAM → const int
    GL_DEBUG_CALLBACK_USER_PARAM_KHR → const int
    GL_DEBUG_GROUP_STACK_DEPTH → const int
    GL_DEBUG_GROUP_STACK_DEPTH_KHR → const int
    GL_DEBUG_LOGGED_MESSAGES → const int
    GL_DEBUG_LOGGED_MESSAGES_KHR → const int
    GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH → const int
    GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR → const int
    GL_DEBUG_OUTPUT → const int
    GL_DEBUG_OUTPUT_KHR → const int
    GL_DEBUG_OUTPUT_SYNCHRONOUS → const int
    GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR → const int
    GL_DEBUG_SEVERITY_HIGH → const int
    GL_DEBUG_SEVERITY_HIGH_KHR → const int
    GL_DEBUG_SEVERITY_LOW → const int
    GL_DEBUG_SEVERITY_LOW_KHR → const int
    GL_DEBUG_SEVERITY_MEDIUM → const int
    GL_DEBUG_SEVERITY_MEDIUM_KHR → const int
    GL_DEBUG_SEVERITY_NOTIFICATION → const int
    GL_DEBUG_SEVERITY_NOTIFICATION_KHR → const int
    GL_DEBUG_SOURCE_API → const int
    GL_DEBUG_SOURCE_API_KHR → const int
    GL_DEBUG_SOURCE_APPLICATION → const int
    GL_DEBUG_SOURCE_APPLICATION_KHR → const int
    GL_DEBUG_SOURCE_OTHER → const int
    GL_DEBUG_SOURCE_OTHER_KHR → const int
    GL_DEBUG_SOURCE_SHADER_COMPILER → const int
    GL_DEBUG_SOURCE_SHADER_COMPILER_KHR → const int
    GL_DEBUG_SOURCE_THIRD_PARTY → const int
    GL_DEBUG_SOURCE_THIRD_PARTY_KHR → const int
    GL_DEBUG_SOURCE_WINDOW_SYSTEM → const int
    GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR → const int
    GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR → const int
    GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR → const int
    GL_DEBUG_TYPE_ERROR → const int
    GL_DEBUG_TYPE_ERROR_KHR → const int
    GL_DEBUG_TYPE_MARKER → const int
    GL_DEBUG_TYPE_MARKER_KHR → const int
    GL_DEBUG_TYPE_OTHER → const int
    GL_DEBUG_TYPE_OTHER_KHR → const int
    GL_DEBUG_TYPE_PERFORMANCE → const int
    GL_DEBUG_TYPE_PERFORMANCE_KHR → const int
    GL_DEBUG_TYPE_POP_GROUP → const int
    GL_DEBUG_TYPE_POP_GROUP_KHR → const int
    GL_DEBUG_TYPE_PORTABILITY → const int
    GL_DEBUG_TYPE_PORTABILITY_KHR → const int
    GL_DEBUG_TYPE_PUSH_GROUP → const int
    GL_DEBUG_TYPE_PUSH_GROUP_KHR → const int
    GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR → const int
    GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR → const int
    GL_DECODE_EXT → const int
    GL_DECR → const int
    GL_DECR_WRAP → const int
    GL_DEDICATED_MEMORY_OBJECT_EXT → const int
    GL_DELETE_STATUS → const int
    GL_DEPTH → const int
    GL_DEPTH24_STENCIL8 → const int
    GL_DEPTH24_STENCIL8_OES → const int
    GL_DEPTH32F_STENCIL8 → const int
    GL_DEPTH_ATTACHMENT → const int
    GL_DEPTH_BITS → const int
    GL_DEPTH_BUFFER_BIT → const int
    GL_DEPTH_BUFFER_BIT0_QCOM → const int
    GL_DEPTH_BUFFER_BIT1_QCOM → const int
    GL_DEPTH_BUFFER_BIT2_QCOM → const int
    GL_DEPTH_BUFFER_BIT3_QCOM → const int
    GL_DEPTH_BUFFER_BIT4_QCOM → const int
    GL_DEPTH_BUFFER_BIT5_QCOM → const int
    GL_DEPTH_BUFFER_BIT6_QCOM → const int
    GL_DEPTH_BUFFER_BIT7_QCOM → const int
    GL_DEPTH_CLAMP_EXT → const int
    GL_DEPTH_CLEAR_VALUE → const int
    GL_DEPTH_COMPONENT → const int
    GL_DEPTH_COMPONENT16 → const int
    GL_DEPTH_COMPONENT16_NONLINEAR_NV → const int
    GL_DEPTH_COMPONENT16_OES → const int
    GL_DEPTH_COMPONENT24 → const int
    GL_DEPTH_COMPONENT24_OES → const int
    GL_DEPTH_COMPONENT32_OES → const int
    GL_DEPTH_COMPONENT32F → const int
    GL_DEPTH_EXT → const int
    GL_DEPTH_FUNC → const int
    GL_DEPTH_RANGE → const int
    GL_DEPTH_SAMPLES_NV → const int
    GL_DEPTH_STENCIL → const int
    GL_DEPTH_STENCIL_ATTACHMENT → const int
    GL_DEPTH_STENCIL_OES → const int
    GL_DEPTH_STENCIL_TEXTURE_MODE → const int
    GL_DEPTH_TEST → const int
    GL_DEPTH_WRITEMASK → const int
    GL_DETACHED_BUFFERS_NV → const int
    GL_DETACHED_MEMORY_INCARNATION_NV → const int
    GL_DETACHED_TEXTURES_NV → const int
    GL_DEVICE_LUID_EXT → const int
    GL_DEVICE_NODE_MASK_EXT → const int
    GL_DEVICE_UUID_EXT → const int
    GL_DIFFERENCE → const int
    GL_DIFFERENCE_KHR → const int
    GL_DIFFERENCE_NV → const int
    GL_DISJOINT_NV → const int
    GL_DISPATCH_INDIRECT_BUFFER → const int
    GL_DISPATCH_INDIRECT_BUFFER_BINDING → const int
    GL_DITHER → const int
    GL_DMP_program_binary → const int
    GL_DMP_PROGRAM_BINARY_DMP → const int
    GL_DMP_shader_binary → const int
    GL_DONT_CARE → const int
    GL_DOWNSAMPLE_SCALES_IMG → const int
    GL_DRAW_BUFFER0 → const int
    GL_DRAW_BUFFER0_EXT → const int
    GL_DRAW_BUFFER0_NV → const int
    GL_DRAW_BUFFER1 → const int
    GL_DRAW_BUFFER10 → const int
    GL_DRAW_BUFFER10_EXT → const int
    GL_DRAW_BUFFER10_NV → const int
    GL_DRAW_BUFFER11 → const int
    GL_DRAW_BUFFER11_EXT → const int
    GL_DRAW_BUFFER11_NV → const int
    GL_DRAW_BUFFER12 → const int
    GL_DRAW_BUFFER12_EXT → const int
    GL_DRAW_BUFFER12_NV → const int
    GL_DRAW_BUFFER13 → const int
    GL_DRAW_BUFFER13_EXT → const int
    GL_DRAW_BUFFER13_NV → const int
    GL_DRAW_BUFFER14 → const int
    GL_DRAW_BUFFER14_EXT → const int
    GL_DRAW_BUFFER14_NV → const int
    GL_DRAW_BUFFER15 → const int
    GL_DRAW_BUFFER15_EXT → const int
    GL_DRAW_BUFFER15_NV → const int
    GL_DRAW_BUFFER1_EXT → const int
    GL_DRAW_BUFFER1_NV → const int
    GL_DRAW_BUFFER2 → const int
    GL_DRAW_BUFFER2_EXT → const int
    GL_DRAW_BUFFER2_NV → const int
    GL_DRAW_BUFFER3 → const int
    GL_DRAW_BUFFER3_EXT → const int
    GL_DRAW_BUFFER3_NV → const int
    GL_DRAW_BUFFER4 → const int
    GL_DRAW_BUFFER4_EXT → const int
    GL_DRAW_BUFFER4_NV → const int
    GL_DRAW_BUFFER5 → const int
    GL_DRAW_BUFFER5_EXT → const int
    GL_DRAW_BUFFER5_NV → const int
    GL_DRAW_BUFFER6 → const int
    GL_DRAW_BUFFER6_EXT → const int
    GL_DRAW_BUFFER6_NV → const int
    GL_DRAW_BUFFER7 → const int
    GL_DRAW_BUFFER7_EXT → const int
    GL_DRAW_BUFFER7_NV → const int
    GL_DRAW_BUFFER8 → const int
    GL_DRAW_BUFFER8_EXT → const int
    GL_DRAW_BUFFER8_NV → const int
    GL_DRAW_BUFFER9 → const int
    GL_DRAW_BUFFER9_EXT → const int
    GL_DRAW_BUFFER9_NV → const int
    GL_DRAW_BUFFER_EXT → const int
    GL_DRAW_FRAMEBUFFER → const int
    GL_DRAW_FRAMEBUFFER_ANGLE → const int
    GL_DRAW_FRAMEBUFFER_APPLE → const int
    GL_DRAW_FRAMEBUFFER_BINDING → const int
    GL_DRAW_FRAMEBUFFER_BINDING_ANGLE → const int
    GL_DRAW_FRAMEBUFFER_BINDING_APPLE → const int
    GL_DRAW_FRAMEBUFFER_BINDING_NV → const int
    GL_DRAW_FRAMEBUFFER_NV → const int
    GL_DRAW_INDIRECT_BUFFER → const int
    GL_DRAW_INDIRECT_BUFFER_BINDING → const int
    GL_DRIVER_UUID_EXT → const int
    GL_DST_ALPHA → const int
    GL_DST_ATOP_NV → const int
    GL_DST_COLOR → const int
    GL_DST_IN_NV → const int
    GL_DST_NV → const int
    GL_DST_OUT_NV → const int
    GL_DST_OVER_NV → const int
    GL_DUP_FIRST_CUBIC_CURVE_TO_NV → const int
    GL_DUP_LAST_CUBIC_CURVE_TO_NV → const int
    GL_DYNAMIC_COPY → const int
    GL_DYNAMIC_DRAW → const int
    GL_DYNAMIC_READ → const int
    GL_DYNAMIC_STORAGE_BIT_EXT → const int
    GL_EFFECTIVE_RASTER_SAMPLES_EXT → const int
    GL_ELEMENT_ARRAY_BARRIER_BIT → const int
    GL_ELEMENT_ARRAY_BUFFER → const int
    GL_ELEMENT_ARRAY_BUFFER_BINDING → const int
    GL_EQUAL → const int
    GL_ES_VERSION_2_0 → const int
    GL_ES_VERSION_3_0 → const int
    GL_ES_VERSION_3_1 → const int
    GL_ES_VERSION_3_2 → const int
    GL_ETC1_RGB8_OES → const int
    GL_ETC1_SRGB8_NV → const int
    GL_EXCLUSION → const int
    GL_EXCLUSION_KHR → const int
    GL_EXCLUSION_NV → const int
    GL_EXCLUSIVE_EXT → const int
    GL_EXT_base_instance → const int
    GL_EXT_blend_func_extended → const int
    GL_EXT_blend_minmax → const int
    GL_EXT_buffer_storage → const int
    GL_EXT_clear_texture → const int
    GL_EXT_clip_control → const int
    GL_EXT_clip_cull_distance → const int
    GL_EXT_color_buffer_float → const int
    GL_EXT_color_buffer_half_float → const int
    GL_EXT_conservative_depth → const int
    GL_EXT_copy_image → const int
    GL_EXT_debug_label → const int
    GL_EXT_debug_marker → const int
    GL_EXT_depth_clamp → const int
    GL_EXT_discard_framebuffer → const int
    GL_EXT_disjoint_timer_query → const int
    GL_EXT_draw_buffers → const int
    GL_EXT_draw_buffers_indexed → const int
    GL_EXT_draw_elements_base_vertex → const int
    GL_EXT_draw_instanced → const int
    GL_EXT_draw_transform_feedback → const int
    GL_EXT_EGL_image_array → const int
    GL_EXT_EGL_image_storage → const int
    GL_EXT_external_buffer → const int
    GL_EXT_float_blend → const int
    GL_EXT_geometry_point_size → const int
    GL_EXT_geometry_shader → const int
    GL_EXT_gpu_shader5 → const int
    GL_EXT_instanced_arrays → const int
    GL_EXT_map_buffer_range → const int
    GL_EXT_memory_object → const int
    GL_EXT_memory_object_fd → const int
    GL_EXT_memory_object_win32 → const int
    GL_EXT_multi_draw_arrays → const int
    GL_EXT_multi_draw_indirect → const int
    GL_EXT_multisampled_compatibility → const int
    GL_EXT_multisampled_render_to_texture → const int
    GL_EXT_multisampled_render_to_texture2 → const int
    GL_EXT_multiview_draw_buffers → const int
    GL_EXT_multiview_tessellation_geometry_shader → const int
    GL_EXT_multiview_texture_multisample → const int
    GL_EXT_multiview_timer_query → const int
    GL_EXT_occlusion_query_boolean → const int
    GL_EXT_polygon_offset_clamp → const int
    GL_EXT_post_depth_coverage → const int
    GL_EXT_primitive_bounding_box → const int
    GL_EXT_protected_textures → const int
    GL_EXT_pvrtc_sRGB → const int
    GL_EXT_raster_multisample → const int
    GL_EXT_read_format_bgra → const int
    GL_EXT_render_snorm → const int
    GL_EXT_robustness → const int
    GL_EXT_semaphore → const int
    GL_EXT_semaphore_fd → const int
    GL_EXT_semaphore_win32 → const int
    GL_EXT_separate_shader_objects → const int
    GL_EXT_shader_framebuffer_fetch → const int
    GL_EXT_shader_framebuffer_fetch_non_coherent → const int
    GL_EXT_shader_group_vote → const int
    GL_EXT_shader_implicit_conversions → const int
    GL_EXT_shader_integer_mix → const int
    GL_EXT_shader_io_blocks → const int
    GL_EXT_shader_non_constant_global_initializers → const int
    GL_EXT_shader_pixel_local_storage → const int
    GL_EXT_shader_pixel_local_storage2 → const int
    GL_EXT_shader_texture_lod → const int
    GL_EXT_shadow_samplers → const int
    GL_EXT_sparse_texture → const int
    GL_EXT_sparse_texture2 → const int
    GL_EXT_sRGB → const int
    GL_EXT_sRGB_write_control → const int
    GL_EXT_tessellation_point_size → const int
    GL_EXT_tessellation_shader → const int
    GL_EXT_texture_border_clamp → const int
    GL_EXT_texture_buffer → const int
    GL_EXT_texture_compression_astc_decode_mode → const int
    GL_EXT_texture_compression_bptc → const int
    GL_EXT_texture_compression_dxt1 → const int
    GL_EXT_texture_compression_rgtc → const int
    GL_EXT_texture_compression_s3tc → const int
    GL_EXT_texture_compression_s3tc_srgb → const int
    GL_EXT_texture_cube_map_array → const int
    GL_EXT_texture_filter_anisotropic → const int
    GL_EXT_texture_filter_minmax → const int
    GL_EXT_texture_format_BGRA8888 → const int
    GL_EXT_texture_format_sRGB_override → const int
    GL_EXT_texture_mirror_clamp_to_edge → const int
    GL_EXT_texture_norm16 → const int
    GL_EXT_texture_query_lod → const int
    GL_EXT_texture_rg → const int
    GL_EXT_texture_shadow_lod → const int
    GL_EXT_texture_sRGB_decode → const int
    GL_EXT_texture_sRGB_R8 → const int
    GL_EXT_texture_sRGB_RG8 → const int
    GL_EXT_texture_storage → const int
    GL_EXT_texture_type_2_10_10_10_REV → const int
    GL_EXT_texture_view → const int
    GL_EXT_unpack_subimage → const int
    GL_EXT_win32_keyed_mutex → const int
    GL_EXT_window_rectangles → const int
    GL_EXT_YUV_target → const int
    GL_EXTENSIONS → const int
    GL_FACTOR_MAX_AMD → const int
    GL_FACTOR_MIN_AMD → const int
    GL_FALSE → const int
    GL_FASTEST → const int
    GL_FENCE_CONDITION_NV → const int
    GL_FENCE_STATUS_NV → const int
    GL_FETCH_PER_SAMPLE_ARM → const int
    GL_FILE_NAME_NV → const int
    GL_FILL_NV → const int
    GL_FILL_RECTANGLE_NV → const int
    GL_FIRST_TO_REST_NV → const int
    GL_FIRST_VERTEX_CONVENTION → const int
    GL_FIRST_VERTEX_CONVENTION_EXT → const int
    GL_FIRST_VERTEX_CONVENTION_OES → const int
    GL_FIXED → const int
    GL_FJ_shader_binary_GCCSO → const int
    GL_FLOAT → const int
    GL_FLOAT16_NV → const int
    GL_FLOAT16_VEC2_NV → const int
    GL_FLOAT16_VEC3_NV → const int
    GL_FLOAT16_VEC4_NV → const int
    GL_FLOAT_32_UNSIGNED_INT_24_8_REV → const int
    GL_FLOAT_MAT2 → const int
    GL_FLOAT_MAT2x3 → const int
    GL_FLOAT_MAT2x3_NV → const int
    GL_FLOAT_MAT2x4 → const int
    GL_FLOAT_MAT2x4_NV → const int
    GL_FLOAT_MAT3 → const int
    GL_FLOAT_MAT3x2 → const int
    GL_FLOAT_MAT3x2_NV → const int
    GL_FLOAT_MAT3x4 → const int
    GL_FLOAT_MAT3x4_NV → const int
    GL_FLOAT_MAT4 → const int
    GL_FLOAT_MAT4x2 → const int
    GL_FLOAT_MAT4x2_NV → const int
    GL_FLOAT_MAT4x3 → const int
    GL_FLOAT_MAT4x3_NV → const int
    GL_FLOAT_VEC2 → const int
    GL_FLOAT_VEC3 → const int
    GL_FLOAT_VEC4 → const int
    GL_FONT_ASCENDER_BIT_NV → const int
    GL_FONT_DESCENDER_BIT_NV → const int
    GL_FONT_GLYPHS_AVAILABLE_NV → const int
    GL_FONT_HAS_KERNING_BIT_NV → const int
    GL_FONT_HEIGHT_BIT_NV → const int
    GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV → const int
    GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV → const int
    GL_FONT_NUM_GLYPH_INDICES_BIT_NV → const int
    GL_FONT_TARGET_UNAVAILABLE_NV → const int
    GL_FONT_UNAVAILABLE_NV → const int
    GL_FONT_UNDERLINE_POSITION_BIT_NV → const int
    GL_FONT_UNDERLINE_THICKNESS_BIT_NV → const int
    GL_FONT_UNINTELLIGIBLE_NV → const int
    GL_FONT_UNITS_PER_EM_BIT_NV → const int
    GL_FONT_X_MAX_BOUNDS_BIT_NV → const int
    GL_FONT_X_MIN_BOUNDS_BIT_NV → const int
    GL_FONT_Y_MAX_BOUNDS_BIT_NV → const int
    GL_FONT_Y_MIN_BOUNDS_BIT_NV → const int
    GL_FOVEATION_ENABLE_BIT_QCOM → const int
    GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM → const int
    GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM → const int
    GL_FRACTIONAL_EVEN → const int
    GL_FRACTIONAL_EVEN_EXT → const int
    GL_FRACTIONAL_EVEN_OES → const int
    GL_FRACTIONAL_ODD → const int
    GL_FRACTIONAL_ODD_EXT → const int
    GL_FRACTIONAL_ODD_OES → const int
    GL_FRAGMENT_COVERAGE_COLOR_NV → const int
    GL_FRAGMENT_COVERAGE_TO_COLOR_NV → const int
    GL_FRAGMENT_INPUT_NV → const int
    GL_FRAGMENT_INTERPOLATION_OFFSET_BITS → const int
    GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES → const int
    GL_FRAGMENT_SHADER → const int
    GL_FRAGMENT_SHADER_BIT → const int
    GL_FRAGMENT_SHADER_BIT_EXT → const int
    GL_FRAGMENT_SHADER_DERIVATIVE_HINT → const int
    GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES → const int
    GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT → const int
    GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM → const int
    GL_FRAMEBUFFER → const int
    GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_ANGLE → const int
    GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING → const int
    GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT → const int
    GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE → const int
    GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT → const int
    GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_LAYERED → const int
    GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT → const int
    GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES → const int
    GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME → const int
    GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE → const int
    GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT → const int
    GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG → const int
    GL_FRAMEBUFFER_BARRIER_BIT → const int
    GL_FRAMEBUFFER_BINDING → const int
    GL_FRAMEBUFFER_COMPLETE → const int
    GL_FRAMEBUFFER_DEFAULT → const int
    GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS → const int
    GL_FRAMEBUFFER_DEFAULT_HEIGHT → const int
    GL_FRAMEBUFFER_DEFAULT_LAYERS → const int
    GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT → const int
    GL_FRAMEBUFFER_DEFAULT_LAYERS_OES → const int
    GL_FRAMEBUFFER_DEFAULT_SAMPLES → const int
    GL_FRAMEBUFFER_DEFAULT_WIDTH → const int
    GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM → const int
    GL_FRAMEBUFFER_FLIP_X_MESA → const int
    GL_FRAMEBUFFER_FLIP_Y_MESA → const int
    GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT → const int
    GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS → const int
    GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM → const int
    GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT → const int
    GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS → const int
    GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT → const int
    GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES → const int
    GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG → const int
    GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV → const int
    GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR → const int
    GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV → const int
    GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV → const int
    GL_FRAMEBUFFER_SRGB_EXT → const int
    GL_FRAMEBUFFER_SWAP_XY_MESA → const int
    GL_FRAMEBUFFER_UNDEFINED → const int
    GL_FRAMEBUFFER_UNDEFINED_OES → const int
    GL_FRAMEBUFFER_UNSUPPORTED → const int
    GL_FRONT → const int
    GL_FRONT_AND_BACK → const int
    GL_FRONT_FACE → const int
    GL_FUNC_ADD → const int
    GL_FUNC_REVERSE_SUBTRACT → const int
    GL_FUNC_SUBTRACT → const int
    GL_GCCSO_SHADER_BINARY_FJ → const int
    GL_GENERATE_MIPMAP_HINT → const int
    GL_GEOMETRY_INPUT_TYPE → const int
    GL_GEOMETRY_LINKED_INPUT_TYPE_EXT → const int
    GL_GEOMETRY_LINKED_INPUT_TYPE_OES → const int
    GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT → const int
    GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES → const int
    GL_GEOMETRY_LINKED_VERTICES_OUT_EXT → const int
    GL_GEOMETRY_LINKED_VERTICES_OUT_OES → const int
    GL_GEOMETRY_OUTPUT_TYPE → const int
    GL_GEOMETRY_SHADER → const int
    GL_GEOMETRY_SHADER_BIT → const int
    GL_GEOMETRY_SHADER_BIT_EXT → const int
    GL_GEOMETRY_SHADER_BIT_OES → const int
    GL_GEOMETRY_SHADER_EXT → const int
    GL_GEOMETRY_SHADER_INVOCATIONS → const int
    GL_GEOMETRY_SHADER_INVOCATIONS_EXT → const int
    GL_GEOMETRY_SHADER_INVOCATIONS_OES → const int
    GL_GEOMETRY_SHADER_OES → const int
    GL_GEOMETRY_VERTICES_OUT → const int
    GL_GEQUAL → const int
    GL_GLES_PROTOTYPES → const int
    GL_GLYPH_HAS_KERNING_BIT_NV → const int
    GL_GLYPH_HEIGHT_BIT_NV → const int
    GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV → const int
    GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV → const int
    GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV → const int
    GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV → const int
    GL_GLYPH_VERTICAL_BEARING_X_BIT_NV → const int
    GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV → const int
    GL_GLYPH_WIDTH_BIT_NV → const int
    GL_GPU_DISJOINT_EXT → const int
    GL_GPU_OPTIMIZED_QCOM → const int
    GL_GREATER → const int
    GL_GREEN → const int
    GL_GREEN_BITS → const int
    GL_GREEN_NV → const int
    GL_GUILTY_CONTEXT_RESET → const int
    GL_GUILTY_CONTEXT_RESET_EXT → const int
    GL_GUILTY_CONTEXT_RESET_KHR → const int
    GL_HALF_FLOAT → const int
    GL_HALF_FLOAT_OES → const int
    GL_HANDLE_TYPE_D3D11_IMAGE_EXT → const int
    GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT → const int
    GL_HANDLE_TYPE_D3D12_FENCE_EXT → const int
    GL_HANDLE_TYPE_D3D12_RESOURCE_EXT → const int
    GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT → const int
    GL_HANDLE_TYPE_OPAQUE_FD_EXT → const int
    GL_HANDLE_TYPE_OPAQUE_WIN32_EXT → const int
    GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT → const int
    GL_HARDLIGHT → const int
    GL_HARDLIGHT_KHR → const int
    GL_HARDLIGHT_NV → const int
    GL_HARDMIX_NV → const int
    GL_HIGH_FLOAT → const int
    GL_HIGH_INT → const int
    GL_HORIZONTAL_LINE_TO_NV → const int
    GL_HSL_COLOR → const int
    GL_HSL_COLOR_KHR → const int
    GL_HSL_COLOR_NV → const int
    GL_HSL_HUE → const int
    GL_HSL_HUE_KHR → const int
    GL_HSL_HUE_NV → const int
    GL_HSL_LUMINOSITY → const int
    GL_HSL_LUMINOSITY_KHR → const int
    GL_HSL_LUMINOSITY_NV → const int
    GL_HSL_SATURATION → const int
    GL_HSL_SATURATION_KHR → const int
    GL_HSL_SATURATION_NV → const int
    GL_IMAGE_2D → const int
    GL_IMAGE_2D_ARRAY → const int
    GL_IMAGE_3D → const int
    GL_IMAGE_BINDING_ACCESS → const int
    GL_IMAGE_BINDING_FORMAT → const int
    GL_IMAGE_BINDING_LAYER → const int
    GL_IMAGE_BINDING_LAYERED → const int
    GL_IMAGE_BINDING_LEVEL → const int
    GL_IMAGE_BINDING_NAME → const int
    GL_IMAGE_BUFFER → const int
    GL_IMAGE_BUFFER_EXT → const int
    GL_IMAGE_BUFFER_OES → const int
    GL_IMAGE_CUBE → const int
    GL_IMAGE_CUBE_MAP_ARRAY → const int
    GL_IMAGE_CUBE_MAP_ARRAY_EXT → const int
    GL_IMAGE_CUBE_MAP_ARRAY_OES → const int
    GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS → const int
    GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE → const int
    GL_IMAGE_FORMAT_COMPATIBILITY_TYPE → const int
    GL_IMG_bindless_texture → const int
    GL_IMG_framebuffer_downsample → const int
    GL_IMG_multisampled_render_to_texture → const int
    GL_IMG_program_binary → const int
    GL_IMG_read_format → const int
    GL_IMG_shader_binary → const int
    GL_IMG_texture_compression_pvrtc → const int
    GL_IMG_texture_compression_pvrtc2 → const int
    GL_IMG_texture_filter_cubic → const int
    GL_IMPLEMENTATION_COLOR_READ_FORMAT → const int
    GL_IMPLEMENTATION_COLOR_READ_TYPE → const int
    GL_INCLUSIVE_EXT → const int
    GL_INCR → const int
    GL_INCR_WRAP → const int
    GL_INFO_LOG_LENGTH → const int
    GL_INNOCENT_CONTEXT_RESET → const int
    GL_INNOCENT_CONTEXT_RESET_EXT → const int
    GL_INNOCENT_CONTEXT_RESET_KHR → const int
    GL_INT → const int
    GL_INT16_NV → const int
    GL_INT16_VEC2_NV → const int
    GL_INT16_VEC3_NV → const int
    GL_INT16_VEC4_NV → const int
    GL_INT64_NV → const int
    GL_INT64_VEC2_NV → const int
    GL_INT64_VEC3_NV → const int
    GL_INT64_VEC4_NV → const int
    GL_INT8_NV → const int
    GL_INT8_VEC2_NV → const int
    GL_INT8_VEC3_NV → const int
    GL_INT8_VEC4_NV → const int
    GL_INT_10_10_10_2_OES → const int
    GL_INT_2_10_10_10_REV → const int
    GL_INT_IMAGE_2D → const int
    GL_INT_IMAGE_2D_ARRAY → const int
    GL_INT_IMAGE_3D → const int
    GL_INT_IMAGE_BUFFER → const int
    GL_INT_IMAGE_BUFFER_EXT → const int
    GL_INT_IMAGE_BUFFER_OES → const int
    GL_INT_IMAGE_CUBE → const int
    GL_INT_IMAGE_CUBE_MAP_ARRAY → const int
    GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT → const int
    GL_INT_IMAGE_CUBE_MAP_ARRAY_OES → const int
    GL_INT_SAMPLER_2D → const int
    GL_INT_SAMPLER_2D_ARRAY → const int
    GL_INT_SAMPLER_2D_MULTISAMPLE → const int
    GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY → const int
    GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES → const int
    GL_INT_SAMPLER_3D → const int
    GL_INT_SAMPLER_BUFFER → const int
    GL_INT_SAMPLER_BUFFER_EXT → const int
    GL_INT_SAMPLER_BUFFER_OES → const int
    GL_INT_SAMPLER_CUBE → const int
    GL_INT_SAMPLER_CUBE_MAP_ARRAY → const int
    GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT → const int
    GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES → const int
    GL_INT_VEC2 → const int
    GL_INT_VEC3 → const int
    GL_INT_VEC4 → const int
    GL_INTEL_blackhole_render → const int
    GL_INTEL_conservative_rasterization → const int
    GL_INTEL_framebuffer_CMAA → const int
    GL_INTEL_performance_query → const int
    GL_INTERLEAVED_ATTRIBS → const int
    GL_INVALID_ENUM → const int
    GL_INVALID_FRAMEBUFFER_OPERATION → const int
    GL_INVALID_INDEX → const int
    GL_INVALID_OPERATION → const int
    GL_INVALID_VALUE → const int
    GL_INVERT → const int
    GL_INVERT_OVG_NV → const int
    GL_INVERT_RGB_NV → const int
    GL_IS_PER_PATCH → const int
    GL_IS_PER_PATCH_EXT → const int
    GL_IS_PER_PATCH_OES → const int
    GL_IS_ROW_MAJOR → const int
    GL_ISOLINES → const int
    GL_ISOLINES_EXT → const int
    GL_ISOLINES_OES → const int
    GL_ITALIC_BIT_NV → const int
    GL_KEEP → const int
    GL_KHR_blend_equation_advanced → const int
    GL_KHR_blend_equation_advanced_coherent → const int
    GL_KHR_context_flush_control → const int
    GL_KHR_debug → const int
    GL_KHR_no_error → const int
    GL_KHR_parallel_shader_compile → const int
    GL_KHR_robust_buffer_access_behavior → const int
    GL_KHR_robustness → const int
    GL_KHR_shader_subgroup → const int
    GL_KHR_texture_compression_astc_hdr → const int
    GL_KHR_texture_compression_astc_ldr → const int
    GL_KHR_texture_compression_astc_sliced_3d → const int
    GL_LARGE_CCW_ARC_TO_NV → const int
    GL_LARGE_CW_ARC_TO_NV → const int
    GL_LAST_VERTEX_CONVENTION → const int
    GL_LAST_VERTEX_CONVENTION_EXT → const int
    GL_LAST_VERTEX_CONVENTION_OES → const int
    GL_LAYER_PROVOKING_VERTEX → const int
    GL_LAYER_PROVOKING_VERTEX_EXT → const int
    GL_LAYER_PROVOKING_VERTEX_OES → const int
    GL_LAYOUT_COLOR_ATTACHMENT_EXT → const int
    GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT → const int
    GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT → const int
    GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT → const int
    GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT → const int
    GL_LAYOUT_GENERAL_EXT → const int
    GL_LAYOUT_SHADER_READ_ONLY_EXT → const int
    GL_LAYOUT_TRANSFER_DST_EXT → const int
    GL_LAYOUT_TRANSFER_SRC_EXT → const int
    GL_LEQUAL → const int
    GL_LESS → const int
    GL_LIGHTEN → const int
    GL_LIGHTEN_KHR → const int
    GL_LIGHTEN_NV → const int
    GL_LINE_LOOP → const int
    GL_LINE_NV → const int
    GL_LINE_STRIP → const int
    GL_LINE_STRIP_ADJACENCY → const int
    GL_LINE_STRIP_ADJACENCY_EXT → const int
    GL_LINE_STRIP_ADJACENCY_OES → const int
    GL_LINE_TO_NV → const int
    GL_LINE_WIDTH → const int
    GL_LINEAR → const int
    GL_LINEAR_MIPMAP_LINEAR → const int
    GL_LINEAR_MIPMAP_NEAREST → const int
    GL_LINEAR_TILING_EXT → const int
    GL_LINEARBURN_NV → const int
    GL_LINEARDODGE_NV → const int
    GL_LINEARLIGHT_NV → const int
    GL_LINES → const int
    GL_LINES_ADJACENCY → const int
    GL_LINES_ADJACENCY_EXT → const int
    GL_LINES_ADJACENCY_OES → const int
    GL_LOCATION → const int
    GL_LOCATION_INDEX_EXT → const int
    GL_LOSE_CONTEXT_ON_RESET → const int
    GL_LOSE_CONTEXT_ON_RESET_EXT → const int
    GL_LOSE_CONTEXT_ON_RESET_KHR → const int
    GL_LOW_FLOAT → const int
    GL_LOW_INT → const int
    GL_LOWER_LEFT_EXT → const int
    GL_LUID_SIZE_EXT → const int
    GL_LUMINANCE → const int
    GL_LUMINANCE16F_EXT → const int
    GL_LUMINANCE32F_EXT → const int
    GL_LUMINANCE4_ALPHA4_OES → const int
    GL_LUMINANCE8_ALPHA8_EXT → const int
    GL_LUMINANCE8_ALPHA8_OES → const int
    GL_LUMINANCE8_EXT → const int
    GL_LUMINANCE8_OES → const int
    GL_LUMINANCE_ALPHA → const int
    GL_LUMINANCE_ALPHA16F_EXT → const int
    GL_LUMINANCE_ALPHA32F_EXT → const int
    GL_MAJOR_VERSION → const int
    GL_MALI_PROGRAM_BINARY_ARM → const int
    GL_MALI_SHADER_BINARY_ARM → const int
    GL_MAP_COHERENT_BIT_EXT → const int
    GL_MAP_FLUSH_EXPLICIT_BIT → const int
    GL_MAP_FLUSH_EXPLICIT_BIT_EXT → const int
    GL_MAP_INVALIDATE_BUFFER_BIT → const int
    GL_MAP_INVALIDATE_BUFFER_BIT_EXT → const int
    GL_MAP_INVALIDATE_RANGE_BIT → const int
    GL_MAP_INVALIDATE_RANGE_BIT_EXT → const int
    GL_MAP_PERSISTENT_BIT_EXT → const int
    GL_MAP_READ_BIT → const int
    GL_MAP_READ_BIT_EXT → const int
    GL_MAP_UNSYNCHRONIZED_BIT → const int
    GL_MAP_UNSYNCHRONIZED_BIT_EXT → const int
    GL_MAP_WRITE_BIT → const int
    GL_MAP_WRITE_BIT_EXT → const int
    GL_MATRIX_STRIDE → const int
    GL_MAX → const int
    GL_MAX_3D_TEXTURE_SIZE → const int
    GL_MAX_3D_TEXTURE_SIZE_OES → const int
    GL_MAX_ARRAY_TEXTURE_LAYERS → const int
    GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS → const int
    GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE → const int
    GL_MAX_CLIP_DISTANCES_APPLE → const int
    GL_MAX_CLIP_DISTANCES_EXT → const int
    GL_MAX_COARSE_FRAGMENT_SAMPLES_NV → const int
    GL_MAX_COLOR_ATTACHMENTS → const int
    GL_MAX_COLOR_ATTACHMENTS_EXT → const int
    GL_MAX_COLOR_ATTACHMENTS_NV → const int
    GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD → const int
    GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD → const int
    GL_MAX_COLOR_TEXTURE_SAMPLES → const int
    GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_COMBINED_ATOMIC_COUNTERS → const int
    GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT → const int
    GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS → const int
    GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS → const int
    GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS → const int
    GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_COMBINED_IMAGE_UNIFORMS → const int
    GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV → const int
    GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES → const int
    GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV → const int
    GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS → const int
    GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS → const int
    GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_COMBINED_UNIFORM_BLOCKS → const int
    GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS → const int
    GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_COMPUTE_ATOMIC_COUNTERS → const int
    GL_MAX_COMPUTE_IMAGE_UNIFORMS → const int
    GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_COMPUTE_SHARED_MEMORY_SIZE → const int
    GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_COMPUTE_UNIFORM_BLOCKS → const int
    GL_MAX_COMPUTE_UNIFORM_COMPONENTS → const int
    GL_MAX_COMPUTE_WORK_GROUP_COUNT → const int
    GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS → const int
    GL_MAX_COMPUTE_WORK_GROUP_SIZE → const int
    GL_MAX_CUBE_MAP_TEXTURE_SIZE → const int
    GL_MAX_CULL_DISTANCES_EXT → const int
    GL_MAX_DEBUG_GROUP_STACK_DEPTH → const int
    GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR → const int
    GL_MAX_DEBUG_LOGGED_MESSAGES → const int
    GL_MAX_DEBUG_LOGGED_MESSAGES_KHR → const int
    GL_MAX_DEBUG_MESSAGE_LENGTH → const int
    GL_MAX_DEBUG_MESSAGE_LENGTH_KHR → const int
    GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD → const int
    GL_MAX_DEPTH_TEXTURE_SAMPLES → const int
    GL_MAX_DETACHED_BUFFERS_NV → const int
    GL_MAX_DETACHED_TEXTURES_NV → const int
    GL_MAX_DRAW_BUFFERS → const int
    GL_MAX_DRAW_BUFFERS_EXT → const int
    GL_MAX_DRAW_BUFFERS_NV → const int
    GL_MAX_DRAW_MESH_TASKS_COUNT_NV → const int
    GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT → const int
    GL_MAX_ELEMENT_INDEX → const int
    GL_MAX_ELEMENTS_INDICES → const int
    GL_MAX_ELEMENTS_VERTICES → const int
    GL_MAX_EXT → const int
    GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_FRAGMENT_ATOMIC_COUNTERS → const int
    GL_MAX_FRAGMENT_IMAGE_UNIFORMS → const int
    GL_MAX_FRAGMENT_INPUT_COMPONENTS → const int
    GL_MAX_FRAGMENT_INTERPOLATION_OFFSET → const int
    GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES → const int
    GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_FRAGMENT_UNIFORM_BLOCKS → const int
    GL_MAX_FRAGMENT_UNIFORM_COMPONENTS → const int
    GL_MAX_FRAGMENT_UNIFORM_VECTORS → const int
    GL_MAX_FRAMEBUFFER_HEIGHT → const int
    GL_MAX_FRAMEBUFFER_LAYERS → const int
    GL_MAX_FRAMEBUFFER_LAYERS_EXT → const int
    GL_MAX_FRAMEBUFFER_LAYERS_OES → const int
    GL_MAX_FRAMEBUFFER_SAMPLES → const int
    GL_MAX_FRAMEBUFFER_WIDTH → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTERS → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT → const int
    GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES → const int
    GL_MAX_GEOMETRY_IMAGE_UNIFORMS → const int
    GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT → const int
    GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES → const int
    GL_MAX_GEOMETRY_INPUT_COMPONENTS → const int
    GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT → const int
    GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES → const int
    GL_MAX_GEOMETRY_OUTPUT_COMPONENTS → const int
    GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT → const int
    GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES → const int
    GL_MAX_GEOMETRY_OUTPUT_VERTICES → const int
    GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT → const int
    GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES → const int
    GL_MAX_GEOMETRY_SHADER_INVOCATIONS → const int
    GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT → const int
    GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES → const int
    GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT → const int
    GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES → const int
    GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT → const int
    GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES → const int
    GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS → const int
    GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT → const int
    GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES → const int
    GL_MAX_GEOMETRY_UNIFORM_BLOCKS → const int
    GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT → const int
    GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES → const int
    GL_MAX_GEOMETRY_UNIFORM_COMPONENTS → const int
    GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_IMAGE_UNITS → const int
    GL_MAX_INTEGER_SAMPLES → const int
    GL_MAX_LABEL_LENGTH → const int
    GL_MAX_LABEL_LENGTH_KHR → const int
    GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV → const int
    GL_MAX_MESH_ATOMIC_COUNTERS_NV → const int
    GL_MAX_MESH_IMAGE_UNIFORMS_NV → const int
    GL_MAX_MESH_OUTPUT_PRIMITIVES_NV → const int
    GL_MAX_MESH_OUTPUT_VERTICES_NV → const int
    GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV → const int
    GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV → const int
    GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV → const int
    GL_MAX_MESH_UNIFORM_BLOCKS_NV → const int
    GL_MAX_MESH_UNIFORM_COMPONENTS_NV → const int
    GL_MAX_MESH_VIEWS_NV → const int
    GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV → const int
    GL_MAX_MESH_WORK_GROUP_SIZE_NV → const int
    GL_MAX_MULTIVIEW_BUFFERS_EXT → const int
    GL_MAX_NAME_LENGTH → const int
    GL_MAX_NUM_ACTIVE_VARIABLES → const int
    GL_MAX_PATCH_VERTICES → const int
    GL_MAX_PATCH_VERTICES_EXT → const int
    GL_MAX_PATCH_VERTICES_OES → const int
    GL_MAX_PROGRAM_TEXEL_OFFSET → const int
    GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET → const int
    GL_MAX_RASTER_SAMPLES_EXT → const int
    GL_MAX_RENDERBUFFER_SIZE → const int
    GL_MAX_SAMPLE_MASK_WORDS → const int
    GL_MAX_SAMPLES → const int
    GL_MAX_SAMPLES_ANGLE → const int
    GL_MAX_SAMPLES_APPLE → const int
    GL_MAX_SAMPLES_EXT → const int
    GL_MAX_SAMPLES_IMG → const int
    GL_MAX_SAMPLES_NV → const int
    GL_MAX_SERVER_WAIT_TIMEOUT → const int
    GL_MAX_SERVER_WAIT_TIMEOUT_APPLE → const int
    GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT → const int
    GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT → const int
    GL_MAX_SHADER_COMPILER_THREADS_KHR → const int
    GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT → const int
    GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT → const int
    GL_MAX_SHADER_STORAGE_BLOCK_SIZE → const int
    GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS → const int
    GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM → const int
    GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT → const int
    GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT → const int
    GL_MAX_SPARSE_TEXTURE_SIZE_EXT → const int
    GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV → const int
    GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV → const int
    GL_MAX_TASK_ATOMIC_COUNTERS_NV → const int
    GL_MAX_TASK_IMAGE_UNIFORMS_NV → const int
    GL_MAX_TASK_OUTPUT_COUNT_NV → const int
    GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV → const int
    GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV → const int
    GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV → const int
    GL_MAX_TASK_UNIFORM_BLOCKS_NV → const int
    GL_MAX_TASK_UNIFORM_COMPONENTS_NV → const int
    GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV → const int
    GL_MAX_TASK_WORK_GROUP_SIZE_NV → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT → const int
    GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES → const int
    GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS → const int
    GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT → const int
    GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES → const int
    GL_MAX_TESS_CONTROL_INPUT_COMPONENTS → const int
    GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT → const int
    GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES → const int
    GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS → const int
    GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT → const int
    GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES → const int
    GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT → const int
    GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES → const int
    GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT → const int
    GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES → const int
    GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS → const int
    GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT → const int
    GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES → const int
    GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS → const int
    GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT → const int
    GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES → const int
    GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS → const int
    GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT → const int
    GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES → const int
    GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS → const int
    GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT → const int
    GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES → const int
    GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS → const int
    GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT → const int
    GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES → const int
    GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS → const int
    GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT → const int
    GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES → const int
    GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT → const int
    GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES → const int
    GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT → const int
    GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT → const int
    GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES → const int
    GL_MAX_TESS_GEN_LEVEL → const int
    GL_MAX_TESS_GEN_LEVEL_EXT → const int
    GL_MAX_TESS_GEN_LEVEL_OES → const int
    GL_MAX_TESS_PATCH_COMPONENTS → const int
    GL_MAX_TESS_PATCH_COMPONENTS_EXT → const int
    GL_MAX_TESS_PATCH_COMPONENTS_OES → const int
    GL_MAX_TEXTURE_BUFFER_SIZE → const int
    GL_MAX_TEXTURE_BUFFER_SIZE_EXT → const int
    GL_MAX_TEXTURE_BUFFER_SIZE_OES → const int
    GL_MAX_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_TEXTURE_LOD_BIAS → const int
    GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT → const int
    GL_MAX_TEXTURE_SIZE → const int
    GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV → const int
    GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS → const int
    GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS → const int
    GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS → const int
    GL_MAX_UNIFORM_BLOCK_SIZE → const int
    GL_MAX_UNIFORM_BUFFER_BINDINGS → const int
    GL_MAX_UNIFORM_LOCATIONS → const int
    GL_MAX_VARYING_COMPONENTS → const int
    GL_MAX_VARYING_VECTORS → const int
    GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS → const int
    GL_MAX_VERTEX_ATOMIC_COUNTERS → const int
    GL_MAX_VERTEX_ATTRIB_BINDINGS → const int
    GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET → const int
    GL_MAX_VERTEX_ATTRIB_STRIDE → const int
    GL_MAX_VERTEX_ATTRIBS → const int
    GL_MAX_VERTEX_IMAGE_UNIFORMS → const int
    GL_MAX_VERTEX_OUTPUT_COMPONENTS → const int
    GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS → const int
    GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS → const int
    GL_MAX_VERTEX_UNIFORM_BLOCKS → const int
    GL_MAX_VERTEX_UNIFORM_COMPONENTS → const int
    GL_MAX_VERTEX_UNIFORM_VECTORS → const int
    GL_MAX_VIEWPORT_DIMS → const int
    GL_MAX_VIEWPORTS_NV → const int
    GL_MAX_VIEWPORTS_OES → const int
    GL_MAX_VIEWS_OVR → const int
    GL_MAX_WINDOW_RECTANGLES_EXT → const int
    GL_MEDIUM_FLOAT → const int
    GL_MEDIUM_INT → const int
    GL_MEMORY_ATTACHABLE_ALIGNMENT_NV → const int
    GL_MEMORY_ATTACHABLE_NV → const int
    GL_MEMORY_ATTACHABLE_SIZE_NV → const int
    GL_MESA_framebuffer_flip_x → const int
    GL_MESA_framebuffer_flip_y → const int
    GL_MESA_framebuffer_swap_xy → const int
    GL_MESA_program_binary_formats → const int
    GL_MESA_shader_integer_functions → const int
    GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV → const int
    GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV → const int
    GL_MESH_OUTPUT_TYPE_NV → const int
    GL_MESH_PRIMITIVES_OUT_NV → const int
    GL_MESH_SHADER_BIT_NV → const int
    GL_MESH_SHADER_NV → const int
    GL_MESH_SUBROUTINE_NV → const int
    GL_MESH_SUBROUTINE_UNIFORM_NV → const int
    GL_MESH_VERTICES_OUT_NV → const int
    GL_MESH_WORK_GROUP_SIZE_NV → const int
    GL_MIN → const int
    GL_MIN_EXT → const int
    GL_MIN_FRAGMENT_INTERPOLATION_OFFSET → const int
    GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES → const int
    GL_MIN_PROGRAM_TEXEL_OFFSET → const int
    GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET → const int
    GL_MIN_SAMPLE_SHADING_VALUE → const int
    GL_MIN_SAMPLE_SHADING_VALUE_OES → const int
    GL_MINOR_VERSION → const int
    GL_MINUS_CLAMPED_NV → const int
    GL_MINUS_NV → const int
    GL_MIRROR_CLAMP_TO_EDGE_EXT → const int
    GL_MIRRORED_REPEAT → const int
    GL_MITER_REVERT_NV → const int
    GL_MITER_TRUNCATE_NV → const int
    GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV → const int
    GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV → const int
    GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM → const int
    GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM → const int
    GL_MOVE_TO_CONTINUES_NV → const int
    GL_MOVE_TO_NV → const int
    GL_MOVE_TO_RESETS_NV → const int
    GL_MULTIPLY → const int
    GL_MULTIPLY_KHR → const int
    GL_MULTIPLY_NV → const int
    GL_MULTISAMPLE_BUFFER_BIT0_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT1_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT2_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT3_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT4_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT5_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT6_QCOM → const int
    GL_MULTISAMPLE_BUFFER_BIT7_QCOM → const int
    GL_MULTISAMPLE_EXT → const int
    GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY → const int
    GL_MULTISAMPLE_LINE_WIDTH_RANGE → const int
    GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT → const int
    GL_MULTISAMPLES_NV → const int
    GL_MULTIVIEW_EXT → const int
    GL_NAME_LENGTH → const int
    GL_NEAREST → const int
    GL_NEAREST_MIPMAP_LINEAR → const int
    GL_NEAREST_MIPMAP_NEAREST → const int
    GL_NEGATIVE_ONE_TO_ONE_EXT → const int
    GL_NEVER → const int
    GL_NICEST → const int
    GL_NO_ERROR → const int
    GL_NO_RESET_NOTIFICATION → const int
    GL_NO_RESET_NOTIFICATION_EXT → const int
    GL_NO_RESET_NOTIFICATION_KHR → const int
    GL_NONE → const int
    GL_NOTEQUAL → const int
    GL_NUM_ACTIVE_VARIABLES → const int
    GL_NUM_COMPRESSED_TEXTURE_FORMATS → const int
    GL_NUM_DEVICE_UUIDS_EXT → const int
    GL_NUM_DOWNSAMPLE_SCALES_IMG → const int
    GL_NUM_EXTENSIONS → const int
    GL_NUM_PROGRAM_BINARY_FORMATS → const int
    GL_NUM_PROGRAM_BINARY_FORMATS_OES → const int
    GL_NUM_SAMPLE_COUNTS → const int
    GL_NUM_SHADER_BINARY_FORMATS → const int
    GL_NUM_SPARSE_LEVELS_EXT → const int
    GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD → const int
    GL_NUM_TILING_TYPES_EXT → const int
    GL_NUM_VIRTUAL_PAGE_SIZES_EXT → const int
    GL_NUM_WINDOW_RECTANGLES_EXT → const int
    GL_NV_bindless_texture → const int
    GL_NV_blend_equation_advanced → const int
    GL_NV_blend_equation_advanced_coherent → const int
    GL_NV_blend_minmax_factor → const int
    GL_NV_clip_space_w_scaling → const int
    GL_NV_compute_shader_derivatives → const int
    GL_NV_conditional_render → const int
    GL_NV_conservative_raster → const int
    GL_NV_conservative_raster_pre_snap → const int
    GL_NV_conservative_raster_pre_snap_triangles → const int
    GL_NV_copy_buffer → const int
    GL_NV_coverage_sample → const int
    GL_NV_depth_nonlinear → const int
    GL_NV_draw_buffers → const int
    GL_NV_draw_instanced → const int
    GL_NV_draw_vulkan_image → const int
    GL_NV_explicit_attrib_location → const int
    GL_NV_fbo_color_attachments → const int
    GL_NV_fence → const int
    GL_NV_fill_rectangle → const int
    GL_NV_fragment_coverage_to_color → const int
    GL_NV_fragment_shader_barycentric → const int
    GL_NV_fragment_shader_interlock → const int
    GL_NV_framebuffer_blit → const int
    GL_NV_framebuffer_mixed_samples → const int
    GL_NV_framebuffer_multisample → const int
    GL_NV_generate_mipmap_sRGB → const int
    GL_NV_geometry_shader_passthrough → const int
    GL_NV_gpu_shader5 → const int
    GL_NV_image_formats → const int
    GL_NV_instanced_arrays → const int
    GL_NV_internalformat_sample_query → const int
    GL_NV_memory_attachment → const int
    GL_NV_memory_object_sparse → const int
    GL_NV_mesh_shader → const int
    GL_NV_non_square_matrices → const int
    GL_NV_path_rendering → const int
    GL_NV_path_rendering_shared_edge → const int
    GL_NV_pixel_buffer_object → const int
    GL_NV_polygon_mode → const int
    GL_NV_primitive_shading_rate → const int
    GL_NV_read_buffer → const int
    GL_NV_read_buffer_front → const int
    GL_NV_read_depth → const int
    GL_NV_read_depth_stencil → const int
    GL_NV_read_stencil → const int
    GL_NV_representative_fragment_test → const int
    GL_NV_sample_locations → const int
    GL_NV_sample_mask_override_coverage → const int
    GL_NV_scissor_exclusive → const int
    GL_NV_shader_atomic_fp16_vector → const int
    GL_NV_shader_noperspective_interpolation → const int
    GL_NV_shader_subgroup_partitioned → const int
    GL_NV_shader_texture_footprint → const int
    GL_NV_shading_rate_image → const int
    GL_NV_shadow_samplers_array → const int
    GL_NV_shadow_samplers_cube → const int
    GL_NV_sRGB_formats → const int
    GL_NV_stereo_view_rendering → const int
    GL_NV_texture_border_clamp → const int
    GL_NV_texture_compression_s3tc_update → const int
    GL_NV_texture_npot_2D_mipmap → const int
    GL_NV_timeline_semaphore → const int
    GL_NV_viewport_array → const int
    GL_NV_viewport_array2 → const int
    GL_NV_viewport_swizzle → const int
    GL_NVX_blend_equation_advanced_multi_draw_buffers → const int
    GL_OBJECT_TYPE → const int
    GL_OBJECT_TYPE_APPLE → const int
    GL_OES_compressed_ETC1_RGB8_sub_texture → const int
    GL_OES_compressed_ETC1_RGB8_texture → const int
    GL_OES_compressed_paletted_texture → const int
    GL_OES_copy_image → const int
    GL_OES_depth24 → const int
    GL_OES_depth32 → const int
    GL_OES_depth_texture → const int
    GL_OES_draw_buffers_indexed → const int
    GL_OES_draw_elements_base_vertex → const int
    GL_OES_EGL_image → const int
    GL_OES_EGL_image_external → const int
    GL_OES_EGL_image_external_essl3 → const int
    GL_OES_element_index_uint → const int
    GL_OES_fbo_render_mipmap → const int
    GL_OES_fragment_precision_high → const int
    GL_OES_geometry_point_size → const int
    GL_OES_geometry_shader → const int
    GL_OES_get_program_binary → const int
    GL_OES_gpu_shader5 → const int
    GL_OES_mapbuffer → const int
    GL_OES_packed_depth_stencil → const int
    GL_OES_primitive_bounding_box → const int
    GL_OES_required_internalformat → const int
    GL_OES_rgb8_rgba8 → const int
    GL_OES_sample_shading → const int
    GL_OES_sample_variables → const int
    GL_OES_shader_image_atomic → const int
    GL_OES_shader_io_blocks → const int
    GL_OES_shader_multisample_interpolation → const int
    GL_OES_standard_derivatives → const int
    GL_OES_stencil1 → const int
    GL_OES_stencil4 → const int
    GL_OES_surfaceless_context → const int
    GL_OES_tessellation_point_size → const int
    GL_OES_tessellation_shader → const int
    GL_OES_texture_3D → const int
    GL_OES_texture_border_clamp → const int
    GL_OES_texture_buffer → const int
    GL_OES_texture_compression_astc → const int
    GL_OES_texture_cube_map_array → const int
    GL_OES_texture_float → const int
    GL_OES_texture_float_linear → const int
    GL_OES_texture_half_float → const int
    GL_OES_texture_half_float_linear → const int
    GL_OES_texture_npot → const int
    GL_OES_texture_stencil8 → const int
    GL_OES_texture_storage_multisample_2d_array → const int
    GL_OES_texture_view → const int
    GL_OES_vertex_array_object → const int
    GL_OES_vertex_half_float → const int
    GL_OES_vertex_type_10_10_10_2 → const int
    GL_OES_viewport_array → const int
    GL_OFFSET → const int
    GL_ONE → const int
    GL_ONE_MINUS_CONSTANT_ALPHA → const int
    GL_ONE_MINUS_CONSTANT_COLOR → const int
    GL_ONE_MINUS_DST_ALPHA → const int
    GL_ONE_MINUS_DST_COLOR → const int
    GL_ONE_MINUS_SRC1_ALPHA_EXT → const int
    GL_ONE_MINUS_SRC1_COLOR_EXT → const int
    GL_ONE_MINUS_SRC_ALPHA → const int
    GL_ONE_MINUS_SRC_COLOR → const int
    GL_OPTIMAL_TILING_EXT → const int
    GL_OUT_OF_MEMORY → const int
    GL_OVERLAY → const int
    GL_OVERLAY_KHR → const int
    GL_OVERLAY_NV → const int
    GL_OVR_multiview → const int
    GL_OVR_multiview2 → const int
    GL_OVR_multiview_multisampled_render_to_texture → const int
    GL_PACK_ALIGNMENT → const int
    GL_PACK_REVERSE_ROW_ORDER_ANGLE → const int
    GL_PACK_ROW_LENGTH → const int
    GL_PACK_SKIP_PIXELS → const int
    GL_PACK_SKIP_ROWS → const int
    GL_PALETTE4_R5_G6_B5_OES → const int
    GL_PALETTE4_RGB5_A1_OES → const int
    GL_PALETTE4_RGB8_OES → const int
    GL_PALETTE4_RGBA4_OES → const int
    GL_PALETTE4_RGBA8_OES → const int
    GL_PALETTE8_R5_G6_B5_OES → const int
    GL_PALETTE8_RGB5_A1_OES → const int
    GL_PALETTE8_RGB8_OES → const int
    GL_PALETTE8_RGBA4_OES → const int
    GL_PALETTE8_RGBA8_OES → const int
    GL_PATCH_VERTICES → const int
    GL_PATCH_VERTICES_EXT → const int
    GL_PATCH_VERTICES_OES → const int
    GL_PATCHES → const int
    GL_PATCHES_EXT → const int
    GL_PATCHES_OES → const int
    GL_PATH_CLIENT_LENGTH_NV → const int
    GL_PATH_COMMAND_COUNT_NV → const int
    GL_PATH_COMPUTED_LENGTH_NV → const int
    GL_PATH_COORD_COUNT_NV → const int
    GL_PATH_COVER_DEPTH_FUNC_NV → const int
    GL_PATH_DASH_ARRAY_COUNT_NV → const int
    GL_PATH_DASH_CAPS_NV → const int
    GL_PATH_DASH_OFFSET_NV → const int
    GL_PATH_DASH_OFFSET_RESET_NV → const int
    GL_PATH_END_CAPS_NV → const int
    GL_PATH_ERROR_POSITION_NV → const int
    GL_PATH_FILL_BOUNDING_BOX_NV → const int
    GL_PATH_FILL_COVER_MODE_NV → const int
    GL_PATH_FILL_MASK_NV → const int
    GL_PATH_FILL_MODE_NV → const int
    GL_PATH_FORMAT_PS_NV → const int
    GL_PATH_FORMAT_SVG_NV → const int
    GL_PATH_GEN_COEFF_NV → const int
    GL_PATH_GEN_COMPONENTS_NV → const int
    GL_PATH_GEN_MODE_NV → const int
    GL_PATH_INITIAL_DASH_CAP_NV → const int
    GL_PATH_INITIAL_END_CAP_NV → const int
    GL_PATH_JOIN_STYLE_NV → const int
    GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV → const int
    GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV → const int
    GL_PATH_MITER_LIMIT_NV → const int
    GL_PATH_MODELVIEW_MATRIX_NV → const int
    GL_PATH_MODELVIEW_NV → const int
    GL_PATH_MODELVIEW_STACK_DEPTH_NV → const int
    GL_PATH_OBJECT_BOUNDING_BOX_NV → const int
    GL_PATH_PROJECTION_MATRIX_NV → const int
    GL_PATH_PROJECTION_NV → const int
    GL_PATH_PROJECTION_STACK_DEPTH_NV → const int
    GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV → const int
    GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV → const int
    GL_PATH_STENCIL_FUNC_NV → const int
    GL_PATH_STENCIL_REF_NV → const int
    GL_PATH_STENCIL_VALUE_MASK_NV → const int
    GL_PATH_STROKE_BOUNDING_BOX_NV → const int
    GL_PATH_STROKE_COVER_MODE_NV → const int
    GL_PATH_STROKE_MASK_NV → const int
    GL_PATH_STROKE_WIDTH_NV → const int
    GL_PATH_TERMINAL_DASH_CAP_NV → const int
    GL_PATH_TERMINAL_END_CAP_NV → const int
    GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV → const int
    GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV → const int
    GL_PERCENTAGE_AMD → const int
    GL_PERFMON_GLOBAL_MODE_QCOM → const int
    GL_PERFMON_RESULT_AMD → const int
    GL_PERFMON_RESULT_AVAILABLE_AMD → const int
    GL_PERFMON_RESULT_SIZE_AMD → const int
    GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL → const int
    GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL → const int
    GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL → const int
    GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL → const int
    GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL → const int
    GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL → const int
    GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL → const int
    GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL → const int
    GL_PERFQUERY_COUNTER_EVENT_INTEL → const int
    GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL → const int
    GL_PERFQUERY_COUNTER_RAW_INTEL → const int
    GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL → const int
    GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL → const int
    GL_PERFQUERY_DONOT_FLUSH_INTEL → const int
    GL_PERFQUERY_FLUSH_INTEL → const int
    GL_PERFQUERY_GLOBAL_CONTEXT_INTEL → const int
    GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL → const int
    GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL → const int
    GL_PERFQUERY_SINGLE_CONTEXT_INTEL → const int
    GL_PERFQUERY_WAIT_INTEL → const int
    GL_PINLIGHT_NV → const int
    GL_PIXEL_BUFFER_BARRIER_BIT → const int
    GL_PIXEL_PACK_BUFFER → const int
    GL_PIXEL_PACK_BUFFER_BINDING → const int
    GL_PIXEL_PACK_BUFFER_BINDING_NV → const int
    GL_PIXEL_PACK_BUFFER_NV → const int
    GL_PIXEL_UNPACK_BUFFER → const int
    GL_PIXEL_UNPACK_BUFFER_BINDING → const int
    GL_PIXEL_UNPACK_BUFFER_BINDING_NV → const int
    GL_PIXEL_UNPACK_BUFFER_NV → const int
    GL_PLUS_CLAMPED_ALPHA_NV → const int
    GL_PLUS_CLAMPED_NV → const int
    GL_PLUS_DARKER_NV → const int
    GL_PLUS_NV → const int
    GL_POINT_NV → const int
    GL_POINTS → const int
    GL_POLYGON_MODE_NV → const int
    GL_POLYGON_OFFSET_CLAMP_EXT → const int
    GL_POLYGON_OFFSET_FACTOR → const int
    GL_POLYGON_OFFSET_FILL → const int
    GL_POLYGON_OFFSET_LINE_NV → const int
    GL_POLYGON_OFFSET_POINT_NV → const int
    GL_POLYGON_OFFSET_UNITS → const int
    GL_PRIMITIVE_BOUNDING_BOX → const int
    GL_PRIMITIVE_BOUNDING_BOX_EXT → const int
    GL_PRIMITIVE_BOUNDING_BOX_OES → const int
    GL_PRIMITIVE_RESTART_FIXED_INDEX → const int
    GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED → const int
    GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES → const int
    GL_PRIMITIVES_GENERATED → const int
    GL_PRIMITIVES_GENERATED_EXT → const int
    GL_PRIMITIVES_GENERATED_OES → const int
    GL_PROGRAM → const int
    GL_PROGRAM_BINARY_ANGLE → const int
    GL_PROGRAM_BINARY_FORMAT_MESA → const int
    GL_PROGRAM_BINARY_FORMATS → const int
    GL_PROGRAM_BINARY_FORMATS_OES → const int
    GL_PROGRAM_BINARY_LENGTH → const int
    GL_PROGRAM_BINARY_LENGTH_OES → const int
    GL_PROGRAM_BINARY_RETRIEVABLE_HINT → const int
    GL_PROGRAM_INPUT → const int
    GL_PROGRAM_KHR → const int
    GL_PROGRAM_OBJECT_EXT → const int
    GL_PROGRAM_OUTPUT → const int
    GL_PROGRAM_PIPELINE → const int
    GL_PROGRAM_PIPELINE_BINDING → const int
    GL_PROGRAM_PIPELINE_BINDING_EXT → const int
    GL_PROGRAM_PIPELINE_KHR → const int
    GL_PROGRAM_PIPELINE_OBJECT_EXT → const int
    GL_PROGRAM_SEPARABLE → const int
    GL_PROGRAM_SEPARABLE_EXT → const int
    GL_PROGRAMMABLE_SAMPLE_LOCATION_NV → const int
    GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV → const int
    GL_PROTECTED_MEMORY_OBJECT_EXT → const int
    GL_QCOM_alpha_test → const int
    GL_QCOM_binning_control → const int
    GL_QCOM_driver_control → const int
    GL_QCOM_extended_get → const int
    GL_QCOM_extended_get2 → const int
    GL_QCOM_frame_extrapolation → const int
    GL_QCOM_framebuffer_foveated → const int
    GL_QCOM_motion_estimation → const int
    GL_QCOM_perfmon_global_mode → const int
    GL_QCOM_shader_framebuffer_fetch_noncoherent → const int
    GL_QCOM_shader_framebuffer_fetch_rate → const int
    GL_QCOM_shading_rate → const int
    GL_QCOM_texture_foveated → const int
    GL_QCOM_texture_foveated2 → const int
    GL_QCOM_texture_foveated_subsampled_layout → const int
    GL_QCOM_tiled_rendering → const int
    GL_QCOM_writeonly_rendering → const int
    GL_QCOM_YUV_texture_gather → const int
    GL_QUADRATIC_CURVE_TO_NV → const int
    GL_QUADS → const int
    GL_QUADS_EXT → const int
    GL_QUADS_OES → const int
    GL_QUERY → const int
    GL_QUERY_BY_REGION_NO_WAIT_NV → const int
    GL_QUERY_BY_REGION_WAIT_NV → const int
    GL_QUERY_COUNTER_BITS_EXT → const int
    GL_QUERY_KHR → const int
    GL_QUERY_NO_WAIT_NV → const int
    GL_QUERY_OBJECT_EXT → const int
    GL_QUERY_RESULT → const int
    GL_QUERY_RESULT_AVAILABLE → const int
    GL_QUERY_RESULT_AVAILABLE_EXT → const int
    GL_QUERY_RESULT_EXT → const int
    GL_QUERY_WAIT_NV → const int
    GL_R11F_G11F_B10F → const int
    GL_R11F_G11F_B10F_APPLE → const int
    GL_R16_EXT → const int
    GL_R16_SNORM_EXT → const int
    GL_R16F → const int
    GL_R16F_EXT → const int
    GL_R16I → const int
    GL_R16UI → const int
    GL_R32F → const int
    GL_R32F_EXT → const int
    GL_R32I → const int
    GL_R32UI → const int
    GL_R8 → const int
    GL_R8_EXT → const int
    GL_R8_SNORM → const int
    GL_R8I → const int
    GL_R8UI → const int
    GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT → const int
    GL_RASTER_MULTISAMPLE_EXT → const int
    GL_RASTER_SAMPLES_EXT → const int
    GL_RASTERIZER_DISCARD → const int
    GL_READ_BUFFER → const int
    GL_READ_BUFFER_EXT → const int
    GL_READ_BUFFER_NV → const int
    GL_READ_FRAMEBUFFER → const int
    GL_READ_FRAMEBUFFER_ANGLE → const int
    GL_READ_FRAMEBUFFER_APPLE → const int
    GL_READ_FRAMEBUFFER_BINDING → const int
    GL_READ_FRAMEBUFFER_BINDING_ANGLE → const int
    GL_READ_FRAMEBUFFER_BINDING_APPLE → const int
    GL_READ_FRAMEBUFFER_BINDING_NV → const int
    GL_READ_FRAMEBUFFER_NV → const int
    GL_READ_ONLY → const int
    GL_READ_WRITE → const int
    GL_RECT_NV → const int
    GL_RED → const int
    GL_RED_BITS → const int
    GL_RED_EXT → const int
    GL_RED_INTEGER → const int
    GL_RED_NV → const int
    GL_REFERENCED_BY_COMPUTE_SHADER → const int
    GL_REFERENCED_BY_FRAGMENT_SHADER → const int
    GL_REFERENCED_BY_GEOMETRY_SHADER → const int
    GL_REFERENCED_BY_GEOMETRY_SHADER_EXT → const int
    GL_REFERENCED_BY_GEOMETRY_SHADER_OES → const int
    GL_REFERENCED_BY_MESH_SHADER_NV → const int
    GL_REFERENCED_BY_TASK_SHADER_NV → const int
    GL_REFERENCED_BY_TESS_CONTROL_SHADER → const int
    GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT → const int
    GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES → const int
    GL_REFERENCED_BY_TESS_EVALUATION_SHADER → const int
    GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT → const int
    GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES → const int
    GL_REFERENCED_BY_VERTEX_SHADER → const int
    GL_RELATIVE_ARC_TO_NV → const int
    GL_RELATIVE_CONIC_CURVE_TO_NV → const int
    GL_RELATIVE_CUBIC_CURVE_TO_NV → const int
    GL_RELATIVE_HORIZONTAL_LINE_TO_NV → const int
    GL_RELATIVE_LARGE_CCW_ARC_TO_NV → const int
    GL_RELATIVE_LARGE_CW_ARC_TO_NV → const int
    GL_RELATIVE_LINE_TO_NV → const int
    GL_RELATIVE_MOVE_TO_NV → const int
    GL_RELATIVE_QUADRATIC_CURVE_TO_NV → const int
    GL_RELATIVE_RECT_NV → const int
    GL_RELATIVE_ROUNDED_RECT2_NV → const int
    GL_RELATIVE_ROUNDED_RECT4_NV → const int
    GL_RELATIVE_ROUNDED_RECT8_NV → const int
    GL_RELATIVE_ROUNDED_RECT_NV → const int
    GL_RELATIVE_SMALL_CCW_ARC_TO_NV → const int
    GL_RELATIVE_SMALL_CW_ARC_TO_NV → const int
    GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV → const int
    GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV → const int
    GL_RELATIVE_VERTICAL_LINE_TO_NV → const int
    GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM → const int
    GL_RENDERBUFFER → const int
    GL_RENDERBUFFER_ALPHA_SIZE → const int
    GL_RENDERBUFFER_BINDING → const int
    GL_RENDERBUFFER_BLUE_SIZE → const int
    GL_RENDERBUFFER_DEPTH_SIZE → const int
    GL_RENDERBUFFER_GREEN_SIZE → const int
    GL_RENDERBUFFER_HEIGHT → const int
    GL_RENDERBUFFER_INTERNAL_FORMAT → const int
    GL_RENDERBUFFER_RED_SIZE → const int
    GL_RENDERBUFFER_SAMPLES → const int
    GL_RENDERBUFFER_SAMPLES_ANGLE → const int
    GL_RENDERBUFFER_SAMPLES_APPLE → const int
    GL_RENDERBUFFER_SAMPLES_EXT → const int
    GL_RENDERBUFFER_SAMPLES_IMG → const int
    GL_RENDERBUFFER_SAMPLES_NV → const int
    GL_RENDERBUFFER_STENCIL_SIZE → const int
    GL_RENDERBUFFER_STORAGE_SAMPLES_AMD → const int
    GL_RENDERBUFFER_WIDTH → const int
    GL_RENDERER → const int
    GL_REPEAT → const int
    GL_REPLACE → const int
    GL_REPRESENTATIVE_FRAGMENT_TEST_NV → const int
    GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES → const int
    GL_RESET_NOTIFICATION_STRATEGY → const int
    GL_RESET_NOTIFICATION_STRATEGY_EXT → const int
    GL_RESET_NOTIFICATION_STRATEGY_KHR → const int
    GL_RESTART_PATH_NV → const int
    GL_RG → const int
    GL_RG16_EXT → const int
    GL_RG16_SNORM_EXT → const int
    GL_RG16F → const int
    GL_RG16F_EXT → const int
    GL_RG16I → const int
    GL_RG16UI → const int
    GL_RG32F → const int
    GL_RG32F_EXT → const int
    GL_RG32I → const int
    GL_RG32UI → const int
    GL_RG8 → const int
    GL_RG8_EXT → const int
    GL_RG8_SNORM → const int
    GL_RG8I → const int
    GL_RG8UI → const int
    GL_RG_EXT → const int
    GL_RG_INTEGER → const int
    GL_RGB → const int
    GL_RGB10_A2 → const int
    GL_RGB10_A2_EXT → const int
    GL_RGB10_A2UI → const int
    GL_RGB10_EXT → const int
    GL_RGB16_EXT → const int
    GL_RGB16_SNORM_EXT → const int
    GL_RGB16F → const int
    GL_RGB16F_EXT → const int
    GL_RGB16I → const int
    GL_RGB16UI → const int
    GL_RGB32F → const int
    GL_RGB32F_EXT → const int
    GL_RGB32I → const int
    GL_RGB32UI → const int
    GL_RGB565 → const int
    GL_RGB565_OES → const int
    GL_RGB5_A1 → const int
    GL_RGB5_A1_OES → const int
    GL_RGB8 → const int
    GL_RGB8_OES → const int
    GL_RGB8_SNORM → const int
    GL_RGB8I → const int
    GL_RGB8UI → const int
    GL_RGB9_E5 → const int
    GL_RGB9_E5_APPLE → const int
    GL_RGB_422_APPLE → const int
    GL_RGB_INTEGER → const int
    GL_RGB_RAW_422_APPLE → const int
    GL_RGBA → const int
    GL_RGBA16_EXT → const int
    GL_RGBA16_SNORM_EXT → const int
    GL_RGBA16F → const int
    GL_RGBA16F_EXT → const int
    GL_RGBA16I → const int
    GL_RGBA16UI → const int
    GL_RGBA32F → const int
    GL_RGBA32F_EXT → const int
    GL_RGBA32I → const int
    GL_RGBA32UI → const int
    GL_RGBA4 → const int
    GL_RGBA4_OES → const int
    GL_RGBA8 → const int
    GL_RGBA8_OES → const int
    GL_RGBA8_SNORM → const int
    GL_RGBA8I → const int
    GL_RGBA8UI → const int
    GL_RGBA_INTEGER → const int
    GL_ROUND_NV → const int
    GL_ROUNDED_RECT2_NV → const int
    GL_ROUNDED_RECT4_NV → const int
    GL_ROUNDED_RECT8_NV → const int
    GL_ROUNDED_RECT_NV → const int
    GL_SAMPLE_ALPHA_TO_COVERAGE → const int
    GL_SAMPLE_ALPHA_TO_ONE_EXT → const int
    GL_SAMPLE_BUFFERS → const int
    GL_SAMPLE_COVERAGE → const int
    GL_SAMPLE_COVERAGE_INVERT → const int
    GL_SAMPLE_COVERAGE_VALUE → const int
    GL_SAMPLE_LOCATION_NV → const int
    GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV → const int
    GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV → const int
    GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV → const int
    GL_SAMPLE_MASK → const int
    GL_SAMPLE_MASK_VALUE → const int
    GL_SAMPLE_POSITION → const int
    GL_SAMPLE_SHADING → const int
    GL_SAMPLE_SHADING_OES → const int
    GL_SAMPLER → const int
    GL_SAMPLER_2D → const int
    GL_SAMPLER_2D_ARRAY → const int
    GL_SAMPLER_2D_ARRAY_SHADOW → const int
    GL_SAMPLER_2D_ARRAY_SHADOW_NV → const int
    GL_SAMPLER_2D_MULTISAMPLE → const int
    GL_SAMPLER_2D_MULTISAMPLE_ARRAY → const int
    GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES → const int
    GL_SAMPLER_2D_SHADOW → const int
    GL_SAMPLER_2D_SHADOW_EXT → const int
    GL_SAMPLER_3D → const int
    GL_SAMPLER_3D_OES → const int
    GL_SAMPLER_BINDING → const int
    GL_SAMPLER_BUFFER → const int
    GL_SAMPLER_BUFFER_EXT → const int
    GL_SAMPLER_BUFFER_OES → const int
    GL_SAMPLER_CUBE → const int
    GL_SAMPLER_CUBE_MAP_ARRAY → const int
    GL_SAMPLER_CUBE_MAP_ARRAY_EXT → const int
    GL_SAMPLER_CUBE_MAP_ARRAY_OES → const int
    GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW → const int
    GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT → const int
    GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES → const int
    GL_SAMPLER_CUBE_SHADOW → const int
    GL_SAMPLER_CUBE_SHADOW_NV → const int
    GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT → const int
    GL_SAMPLER_EXTERNAL_OES → const int
    GL_SAMPLER_KHR → const int
    GL_SAMPLES → const int
    GL_SCISSOR_BOX → const int
    GL_SCISSOR_BOX_EXCLUSIVE_NV → const int
    GL_SCISSOR_TEST → const int
    GL_SCISSOR_TEST_EXCLUSIVE_NV → const int
    GL_SCREEN → const int
    GL_SCREEN_KHR → const int
    GL_SCREEN_NV → const int
    GL_SEMAPHORE_TYPE_BINARY_NV → const int
    GL_SEMAPHORE_TYPE_NV → const int
    GL_SEMAPHORE_TYPE_TIMELINE_NV → const int
    GL_SEPARATE_ATTRIBS → const int
    GL_SGX_BINARY_IMG → const int
    GL_SGX_PROGRAM_BINARY_IMG → const int
    GL_SHADER → const int
    GL_SHADER_BINARY_DMP → const int
    GL_SHADER_BINARY_FORMATS → const int
    GL_SHADER_BINARY_VIV → const int
    GL_SHADER_COMPILER → const int
    GL_SHADER_IMAGE_ACCESS_BARRIER_BIT → const int
    GL_SHADER_KHR → const int
    GL_SHADER_OBJECT_EXT → const int
    GL_SHADER_PIXEL_LOCAL_STORAGE_EXT → const int
    GL_SHADER_SOURCE_LENGTH → const int
    GL_SHADER_STORAGE_BARRIER_BIT → const int
    GL_SHADER_STORAGE_BLOCK → const int
    GL_SHADER_STORAGE_BUFFER → const int
    GL_SHADER_STORAGE_BUFFER_BINDING → const int
    GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT → const int
    GL_SHADER_STORAGE_BUFFER_SIZE → const int
    GL_SHADER_STORAGE_BUFFER_START → const int
    GL_SHADER_TYPE → const int
    GL_SHADING_LANGUAGE_VERSION → const int
    GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV → const int
    GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV → const int
    GL_SHADING_RATE_1X1_PIXELS_QCOM → const int
    GL_SHADING_RATE_1X2_PIXELS_QCOM → const int
    GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV → const int
    GL_SHADING_RATE_2X1_PIXELS_QCOM → const int
    GL_SHADING_RATE_2X2_PIXELS_QCOM → const int
    GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV → const int
    GL_SHADING_RATE_4X2_PIXELS_QCOM → const int
    GL_SHADING_RATE_4X4_PIXELS_QCOM → const int
    GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV → const int
    GL_SHADING_RATE_IMAGE_BINDING_NV → const int
    GL_SHADING_RATE_IMAGE_NV → const int
    GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV → const int
    GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV → const int
    GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV → const int
    GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV → const int
    GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV → const int
    GL_SHADING_RATE_NO_INVOCATIONS_NV → const int
    GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM → const int
    GL_SHADING_RATE_QCOM → const int
    GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV → const int
    GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV → const int
    GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV → const int
    GL_SHARED_EDGE_NV → const int
    GL_SHORT → const int
    GL_SIGNALED → const int
    GL_SIGNALED_APPLE → const int
    GL_SIGNED_NORMALIZED → const int
    GL_SKIP_DECODE_EXT → const int
    GL_SKIP_MISSING_GLYPH_NV → const int
    GL_SLUMINANCE8_ALPHA8_NV → const int
    GL_SLUMINANCE8_NV → const int
    GL_SLUMINANCE_ALPHA_NV → const int
    GL_SLUMINANCE_NV → const int
    GL_SMALL_CCW_ARC_TO_NV → const int
    GL_SMALL_CW_ARC_TO_NV → const int
    GL_SMAPHS30_PROGRAM_BINARY_DMP → const int
    GL_SMAPHS_PROGRAM_BINARY_DMP → const int
    GL_SMOOTH_CUBIC_CURVE_TO_NV → const int
    GL_SMOOTH_QUADRATIC_CURVE_TO_NV → const int
    GL_SOFTLIGHT → const int
    GL_SOFTLIGHT_KHR → const int
    GL_SOFTLIGHT_NV → const int
    GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT → const int
    GL_SQUARE_NV → const int
    GL_SR8_EXT → const int
    GL_SRC1_ALPHA_EXT → const int
    GL_SRC1_COLOR_EXT → const int
    GL_SRC_ALPHA → const int
    GL_SRC_ALPHA_SATURATE → const int
    GL_SRC_ALPHA_SATURATE_EXT → const int
    GL_SRC_ATOP_NV → const int
    GL_SRC_COLOR → const int
    GL_SRC_IN_NV → const int
    GL_SRC_NV → const int
    GL_SRC_OUT_NV → const int
    GL_SRC_OVER_NV → const int
    GL_SRG8_EXT → const int
    GL_SRGB → const int
    GL_SRGB8 → const int
    GL_SRGB8_ALPHA8 → const int
    GL_SRGB8_ALPHA8_EXT → const int
    GL_SRGB8_NV → const int
    GL_SRGB_ALPHA_EXT → const int
    GL_SRGB_EXT → const int
    GL_STACK_OVERFLOW → const int
    GL_STACK_OVERFLOW_KHR → const int
    GL_STACK_UNDERFLOW → const int
    GL_STACK_UNDERFLOW_KHR → const int
    GL_STANDARD_FONT_FORMAT_NV → const int
    GL_STANDARD_FONT_NAME_NV → const int
    GL_STATE_RESTORE → const int
    GL_STATIC_COPY → const int
    GL_STATIC_DRAW → const int
    GL_STATIC_READ → const int
    GL_STENCIL → const int
    GL_STENCIL_ATTACHMENT → const int
    GL_STENCIL_BACK_FAIL → const int
    GL_STENCIL_BACK_FUNC → const int
    GL_STENCIL_BACK_PASS_DEPTH_FAIL → const int
    GL_STENCIL_BACK_PASS_DEPTH_PASS → const int
    GL_STENCIL_BACK_REF → const int
    GL_STENCIL_BACK_VALUE_MASK → const int
    GL_STENCIL_BACK_WRITEMASK → const int
    GL_STENCIL_BITS → const int
    GL_STENCIL_BUFFER_BIT → const int
    GL_STENCIL_BUFFER_BIT0_QCOM → const int
    GL_STENCIL_BUFFER_BIT1_QCOM → const int
    GL_STENCIL_BUFFER_BIT2_QCOM → const int
    GL_STENCIL_BUFFER_BIT3_QCOM → const int
    GL_STENCIL_BUFFER_BIT4_QCOM → const int
    GL_STENCIL_BUFFER_BIT5_QCOM → const int
    GL_STENCIL_BUFFER_BIT6_QCOM → const int
    GL_STENCIL_BUFFER_BIT7_QCOM → const int
    GL_STENCIL_CLEAR_VALUE → const int
    GL_STENCIL_EXT → const int
    GL_STENCIL_FAIL → const int
    GL_STENCIL_FUNC → const int
    GL_STENCIL_INDEX → const int
    GL_STENCIL_INDEX1_OES → const int
    GL_STENCIL_INDEX4_OES → const int
    GL_STENCIL_INDEX8 → const int
    GL_STENCIL_INDEX8_OES → const int
    GL_STENCIL_INDEX_OES → const int
    GL_STENCIL_PASS_DEPTH_FAIL → const int
    GL_STENCIL_PASS_DEPTH_PASS → const int
    GL_STENCIL_REF → const int
    GL_STENCIL_SAMPLES_NV → const int
    GL_STENCIL_TEST → const int
    GL_STENCIL_VALUE_MASK → const int
    GL_STENCIL_WRITEMASK → const int
    GL_STREAM_COPY → const int
    GL_STREAM_DRAW → const int
    GL_STREAM_READ → const int
    GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_BASIC_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV → const int
    GL_SUBGROUP_FEATURE_QUAD_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR → const int
    GL_SUBGROUP_FEATURE_VOTE_BIT_KHR → const int
    GL_SUBGROUP_QUAD_ALL_STAGES_KHR → const int
    GL_SUBGROUP_SIZE_KHR → const int
    GL_SUBGROUP_SUPPORTED_FEATURES_KHR → const int
    GL_SUBGROUP_SUPPORTED_STAGES_KHR → const int
    GL_SUBPIXEL_BITS → const int
    GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV → const int
    GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV → const int
    GL_SUPERSAMPLE_SCALE_X_NV → const int
    GL_SUPERSAMPLE_SCALE_Y_NV → const int
    GL_SUPPORTED_MULTISAMPLE_MODES_AMD → const int
    GL_SYNC_CONDITION → const int
    GL_SYNC_CONDITION_APPLE → const int
    GL_SYNC_FENCE → const int
    GL_SYNC_FENCE_APPLE → const int
    GL_SYNC_FLAGS → const int
    GL_SYNC_FLAGS_APPLE → const int
    GL_SYNC_FLUSH_COMMANDS_BIT → const int
    GL_SYNC_FLUSH_COMMANDS_BIT_APPLE → const int
    GL_SYNC_GPU_COMMANDS_COMPLETE → const int
    GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE → const int
    GL_SYNC_OBJECT_APPLE → const int
    GL_SYNC_STATUS → const int
    GL_SYNC_STATUS_APPLE → const int
    GL_SYSTEM_FONT_NAME_NV → const int
    GL_TASK_SHADER_BIT_NV → const int
    GL_TASK_SHADER_NV → const int
    GL_TASK_SUBROUTINE_NV → const int
    GL_TASK_SUBROUTINE_UNIFORM_NV → const int
    GL_TASK_WORK_GROUP_SIZE_NV → const int
    GL_TESS_CONTROL_OUTPUT_VERTICES → const int
    GL_TESS_CONTROL_OUTPUT_VERTICES_EXT → const int
    GL_TESS_CONTROL_OUTPUT_VERTICES_OES → const int
    GL_TESS_CONTROL_SHADER → const int
    GL_TESS_CONTROL_SHADER_BIT → const int
    GL_TESS_CONTROL_SHADER_BIT_EXT → const int
    GL_TESS_CONTROL_SHADER_BIT_OES → const int
    GL_TESS_CONTROL_SHADER_EXT → const int
    GL_TESS_CONTROL_SHADER_OES → const int
    GL_TESS_EVALUATION_SHADER → const int
    GL_TESS_EVALUATION_SHADER_BIT → const int
    GL_TESS_EVALUATION_SHADER_BIT_EXT → const int
    GL_TESS_EVALUATION_SHADER_BIT_OES → const int
    GL_TESS_EVALUATION_SHADER_EXT → const int
    GL_TESS_EVALUATION_SHADER_OES → const int
    GL_TESS_GEN_MODE → const int
    GL_TESS_GEN_MODE_EXT → const int
    GL_TESS_GEN_MODE_OES → const int
    GL_TESS_GEN_POINT_MODE → const int
    GL_TESS_GEN_POINT_MODE_EXT → const int
    GL_TESS_GEN_POINT_MODE_OES → const int
    GL_TESS_GEN_SPACING → const int
    GL_TESS_GEN_SPACING_EXT → const int
    GL_TESS_GEN_SPACING_OES → const int
    GL_TESS_GEN_VERTEX_ORDER → const int
    GL_TESS_GEN_VERTEX_ORDER_EXT → const int
    GL_TESS_GEN_VERTEX_ORDER_OES → const int
    GL_TEXTURE → const int
    GL_TEXTURE0 → const int
    GL_TEXTURE1 → const int
    GL_TEXTURE10 → const int
    GL_TEXTURE11 → const int
    GL_TEXTURE12 → const int
    GL_TEXTURE13 → const int
    GL_TEXTURE14 → const int
    GL_TEXTURE15 → const int
    GL_TEXTURE16 → const int
    GL_TEXTURE17 → const int
    GL_TEXTURE18 → const int
    GL_TEXTURE19 → const int
    GL_TEXTURE2 → const int
    GL_TEXTURE20 → const int
    GL_TEXTURE21 → const int
    GL_TEXTURE22 → const int
    GL_TEXTURE23 → const int
    GL_TEXTURE24 → const int
    GL_TEXTURE25 → const int
    GL_TEXTURE26 → const int
    GL_TEXTURE27 → const int
    GL_TEXTURE28 → const int
    GL_TEXTURE29 → const int
    GL_TEXTURE3 → const int
    GL_TEXTURE30 → const int
    GL_TEXTURE31 → const int
    GL_TEXTURE4 → const int
    GL_TEXTURE5 → const int
    GL_TEXTURE6 → const int
    GL_TEXTURE7 → const int
    GL_TEXTURE8 → const int
    GL_TEXTURE9 → const int
    GL_TEXTURE_2D → const int
    GL_TEXTURE_2D_ARRAY → const int
    GL_TEXTURE_2D_MULTISAMPLE → const int
    GL_TEXTURE_2D_MULTISAMPLE_ARRAY → const int
    GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES → const int
    GL_TEXTURE_3D → const int
    GL_TEXTURE_3D_OES → const int
    GL_TEXTURE_ALPHA_SIZE → const int
    GL_TEXTURE_ALPHA_TYPE → const int
    GL_TEXTURE_ASTC_DECODE_PRECISION_EXT → const int
    GL_TEXTURE_BASE_LEVEL → const int
    GL_TEXTURE_BINDING_2D → const int
    GL_TEXTURE_BINDING_2D_ARRAY → const int
    GL_TEXTURE_BINDING_2D_MULTISAMPLE → const int
    GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY → const int
    GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES → const int
    GL_TEXTURE_BINDING_3D → const int
    GL_TEXTURE_BINDING_3D_OES → const int
    GL_TEXTURE_BINDING_BUFFER → const int
    GL_TEXTURE_BINDING_BUFFER_EXT → const int
    GL_TEXTURE_BINDING_BUFFER_OES → const int
    GL_TEXTURE_BINDING_CUBE_MAP → const int
    GL_TEXTURE_BINDING_CUBE_MAP_ARRAY → const int
    GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT → const int
    GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES → const int
    GL_TEXTURE_BINDING_EXTERNAL_OES → const int
    GL_TEXTURE_BLUE_SIZE → const int
    GL_TEXTURE_BLUE_TYPE → const int
    GL_TEXTURE_BORDER_COLOR → const int
    GL_TEXTURE_BORDER_COLOR_EXT → const int
    GL_TEXTURE_BORDER_COLOR_NV → const int
    GL_TEXTURE_BORDER_COLOR_OES → const int
    GL_TEXTURE_BUFFER → const int
    GL_TEXTURE_BUFFER_BINDING → const int
    GL_TEXTURE_BUFFER_BINDING_EXT → const int
    GL_TEXTURE_BUFFER_BINDING_OES → const int
    GL_TEXTURE_BUFFER_DATA_STORE_BINDING → const int
    GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT → const int
    GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES → const int
    GL_TEXTURE_BUFFER_EXT → const int
    GL_TEXTURE_BUFFER_OES → const int
    GL_TEXTURE_BUFFER_OFFSET → const int
    GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT → const int
    GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT → const int
    GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES → const int
    GL_TEXTURE_BUFFER_OFFSET_EXT → const int
    GL_TEXTURE_BUFFER_OFFSET_OES → const int
    GL_TEXTURE_BUFFER_SIZE → const int
    GL_TEXTURE_BUFFER_SIZE_EXT → const int
    GL_TEXTURE_BUFFER_SIZE_OES → const int
    GL_TEXTURE_COMPARE_FUNC → const int
    GL_TEXTURE_COMPARE_FUNC_EXT → const int
    GL_TEXTURE_COMPARE_MODE → const int
    GL_TEXTURE_COMPARE_MODE_EXT → const int
    GL_TEXTURE_COMPRESSED → const int
    GL_TEXTURE_CUBE_MAP → const int
    GL_TEXTURE_CUBE_MAP_ARRAY → const int
    GL_TEXTURE_CUBE_MAP_ARRAY_EXT → const int
    GL_TEXTURE_CUBE_MAP_ARRAY_OES → const int
    GL_TEXTURE_CUBE_MAP_NEGATIVE_X → const int
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Y → const int
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Z → const int
    GL_TEXTURE_CUBE_MAP_POSITIVE_X → const int
    GL_TEXTURE_CUBE_MAP_POSITIVE_Y → const int
    GL_TEXTURE_CUBE_MAP_POSITIVE_Z → const int
    GL_TEXTURE_DEPTH → const int
    GL_TEXTURE_DEPTH_QCOM → const int
    GL_TEXTURE_DEPTH_SIZE → const int
    GL_TEXTURE_DEPTH_TYPE → const int
    GL_TEXTURE_EXTERNAL_OES → const int
    GL_TEXTURE_FETCH_BARRIER_BIT → const int
    GL_TEXTURE_FIXED_SAMPLE_LOCATIONS → const int
    GL_TEXTURE_FORMAT_QCOM → const int
    GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT → const int
    GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM → const int
    GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM → const int
    GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM → const int
    GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM → const int
    GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM → const int
    GL_TEXTURE_GREEN_SIZE → const int
    GL_TEXTURE_GREEN_TYPE → const int
    GL_TEXTURE_HEIGHT → const int
    GL_TEXTURE_HEIGHT_QCOM → const int
    GL_TEXTURE_IMAGE_VALID_QCOM → const int
    GL_TEXTURE_IMMUTABLE_FORMAT → const int
    GL_TEXTURE_IMMUTABLE_FORMAT_EXT → const int
    GL_TEXTURE_IMMUTABLE_LEVELS → const int
    GL_TEXTURE_INTERNAL_FORMAT → const int
    GL_TEXTURE_INTERNAL_FORMAT_QCOM → const int
    GL_TEXTURE_MAG_FILTER → const int
    GL_TEXTURE_MAX_ANISOTROPY_EXT → const int
    GL_TEXTURE_MAX_LEVEL → const int
    GL_TEXTURE_MAX_LEVEL_APPLE → const int
    GL_TEXTURE_MAX_LOD → const int
    GL_TEXTURE_MIN_FILTER → const int
    GL_TEXTURE_MIN_LOD → const int
    GL_TEXTURE_NUM_LEVELS_QCOM → const int
    GL_TEXTURE_OBJECT_VALID_QCOM → const int
    GL_TEXTURE_PROTECTED_EXT → const int
    GL_TEXTURE_RECTANGLE → const int
    GL_TEXTURE_RED_SIZE → const int
    GL_TEXTURE_RED_TYPE → const int
    GL_TEXTURE_REDUCTION_MODE_EXT → const int
    GL_TEXTURE_SAMPLES → const int
    GL_TEXTURE_SAMPLES_IMG → const int
    GL_TEXTURE_SHARED_SIZE → const int
    GL_TEXTURE_SPARSE_EXT → const int
    GL_TEXTURE_SRGB_DECODE_EXT → const int
    GL_TEXTURE_STENCIL_SIZE → const int
    GL_TEXTURE_SWIZZLE_A → const int
    GL_TEXTURE_SWIZZLE_B → const int
    GL_TEXTURE_SWIZZLE_G → const int
    GL_TEXTURE_SWIZZLE_R → const int
    GL_TEXTURE_TARGET_QCOM → const int
    GL_TEXTURE_TILING_EXT → const int
    GL_TEXTURE_TYPE_QCOM → const int
    GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM → const int
    GL_TEXTURE_UPDATE_BARRIER_BIT → const int
    GL_TEXTURE_USAGE_ANGLE → const int
    GL_TEXTURE_VIEW_MIN_LAYER_EXT → const int
    GL_TEXTURE_VIEW_MIN_LAYER_OES → const int
    GL_TEXTURE_VIEW_MIN_LEVEL_EXT → const int
    GL_TEXTURE_VIEW_MIN_LEVEL_OES → const int
    GL_TEXTURE_VIEW_NUM_LAYERS_EXT → const int
    GL_TEXTURE_VIEW_NUM_LAYERS_OES → const int
    GL_TEXTURE_VIEW_NUM_LEVELS_EXT → const int
    GL_TEXTURE_VIEW_NUM_LEVELS_OES → const int
    GL_TEXTURE_WIDTH → const int
    GL_TEXTURE_WIDTH_QCOM → const int
    GL_TEXTURE_WRAP_R → const int
    GL_TEXTURE_WRAP_R_OES → const int
    GL_TEXTURE_WRAP_S → const int
    GL_TEXTURE_WRAP_T → const int
    GL_TILING_TYPES_EXT → const int
    GL_TIME_ELAPSED_EXT → const int
    GL_TIMELINE_SEMAPHORE_VALUE_NV → const int
    GL_TIMEOUT_EXPIRED → const int
    GL_TIMEOUT_EXPIRED_APPLE → const int
    GL_TIMEOUT_IGNORED → const int
    GL_TIMEOUT_IGNORED_APPLE → const int
    GL_TIMESTAMP_EXT → const int
    GL_TOP_LEVEL_ARRAY_SIZE → const int
    GL_TOP_LEVEL_ARRAY_STRIDE → const int
    GL_TRANSFORM_FEEDBACK → const int
    GL_TRANSFORM_FEEDBACK_ACTIVE → const int
    GL_TRANSFORM_FEEDBACK_BARRIER_BIT → const int
    GL_TRANSFORM_FEEDBACK_BINDING → const int
    GL_TRANSFORM_FEEDBACK_BUFFER → const int
    GL_TRANSFORM_FEEDBACK_BUFFER_BINDING → const int
    GL_TRANSFORM_FEEDBACK_BUFFER_MODE → const int
    GL_TRANSFORM_FEEDBACK_BUFFER_SIZE → const int
    GL_TRANSFORM_FEEDBACK_BUFFER_START → const int
    GL_TRANSFORM_FEEDBACK_PAUSED → const int
    GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN → const int
    GL_TRANSFORM_FEEDBACK_VARYING → const int
    GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH → const int
    GL_TRANSFORM_FEEDBACK_VARYINGS → const int
    GL_TRANSLATE_2D_NV → const int
    GL_TRANSLATE_3D_NV → const int
    GL_TRANSLATE_X_NV → const int
    GL_TRANSLATE_Y_NV → const int
    GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE → const int
    GL_TRANSPOSE_AFFINE_2D_NV → const int
    GL_TRANSPOSE_AFFINE_3D_NV → const int
    GL_TRIANGLE_FAN → const int
    GL_TRIANGLE_STRIP → const int
    GL_TRIANGLE_STRIP_ADJACENCY → const int
    GL_TRIANGLE_STRIP_ADJACENCY_EXT → const int
    GL_TRIANGLE_STRIP_ADJACENCY_OES → const int
    GL_TRIANGLES → const int
    GL_TRIANGLES_ADJACENCY → const int
    GL_TRIANGLES_ADJACENCY_EXT → const int
    GL_TRIANGLES_ADJACENCY_OES → const int
    GL_TRIANGULAR_NV → const int
    GL_TRUE → const int
    GL_TYPE → const int
    GL_UNCORRELATED_NV → const int
    GL_UNDEFINED_VERTEX → const int
    GL_UNDEFINED_VERTEX_EXT → const int
    GL_UNDEFINED_VERTEX_OES → const int
    GL_UNIFORM → const int
    GL_UNIFORM_ARRAY_STRIDE → const int
    GL_UNIFORM_BARRIER_BIT → const int
    GL_UNIFORM_BLOCK → const int
    GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES → const int
    GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS → const int
    GL_UNIFORM_BLOCK_BINDING → const int
    GL_UNIFORM_BLOCK_DATA_SIZE → const int
    GL_UNIFORM_BLOCK_INDEX → const int
    GL_UNIFORM_BLOCK_NAME_LENGTH → const int
    GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER → const int
    GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV → const int
    GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV → const int
    GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER → const int
    GL_UNIFORM_BUFFER → const int
    GL_UNIFORM_BUFFER_BINDING → const int
    GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT → const int
    GL_UNIFORM_BUFFER_SIZE → const int
    GL_UNIFORM_BUFFER_START → const int
    GL_UNIFORM_IS_ROW_MAJOR → const int
    GL_UNIFORM_MATRIX_STRIDE → const int
    GL_UNIFORM_NAME_LENGTH → const int
    GL_UNIFORM_OFFSET → const int
    GL_UNIFORM_SIZE → const int
    GL_UNIFORM_TYPE → const int
    GL_UNKNOWN_CONTEXT_RESET → const int
    GL_UNKNOWN_CONTEXT_RESET_EXT → const int
    GL_UNKNOWN_CONTEXT_RESET_KHR → const int
    GL_UNPACK_ALIGNMENT → const int
    GL_UNPACK_IMAGE_HEIGHT → const int
    GL_UNPACK_ROW_LENGTH → const int
    GL_UNPACK_ROW_LENGTH_EXT → const int
    GL_UNPACK_SKIP_IMAGES → const int
    GL_UNPACK_SKIP_PIXELS → const int
    GL_UNPACK_SKIP_PIXELS_EXT → const int
    GL_UNPACK_SKIP_ROWS → const int
    GL_UNPACK_SKIP_ROWS_EXT → const int
    GL_UNSIGNALED → const int
    GL_UNSIGNALED_APPLE → const int
    GL_UNSIGNED_BYTE → const int
    GL_UNSIGNED_INT → const int
    GL_UNSIGNED_INT16_NV → const int
    GL_UNSIGNED_INT16_VEC2_NV → const int
    GL_UNSIGNED_INT16_VEC3_NV → const int
    GL_UNSIGNED_INT16_VEC4_NV → const int
    GL_UNSIGNED_INT64_AMD → const int
    GL_UNSIGNED_INT64_NV → const int
    GL_UNSIGNED_INT64_VEC2_NV → const int
    GL_UNSIGNED_INT64_VEC3_NV → const int
    GL_UNSIGNED_INT64_VEC4_NV → const int
    GL_UNSIGNED_INT8_NV → const int
    GL_UNSIGNED_INT8_VEC2_NV → const int
    GL_UNSIGNED_INT8_VEC3_NV → const int
    GL_UNSIGNED_INT8_VEC4_NV → const int
    GL_UNSIGNED_INT_10_10_10_2_OES → const int
    GL_UNSIGNED_INT_10F_11F_11F_REV → const int
    GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE → const int
    GL_UNSIGNED_INT_24_8 → const int
    GL_UNSIGNED_INT_24_8_OES → const int
    GL_UNSIGNED_INT_2_10_10_10_REV → const int
    GL_UNSIGNED_INT_2_10_10_10_REV_EXT → const int
    GL_UNSIGNED_INT_5_9_9_9_REV → const int
    GL_UNSIGNED_INT_5_9_9_9_REV_APPLE → const int
    GL_UNSIGNED_INT_ATOMIC_COUNTER → const int
    GL_UNSIGNED_INT_IMAGE_2D → const int
    GL_UNSIGNED_INT_IMAGE_2D_ARRAY → const int
    GL_UNSIGNED_INT_IMAGE_3D → const int
    GL_UNSIGNED_INT_IMAGE_BUFFER → const int
    GL_UNSIGNED_INT_IMAGE_BUFFER_EXT → const int
    GL_UNSIGNED_INT_IMAGE_BUFFER_OES → const int
    GL_UNSIGNED_INT_IMAGE_CUBE → const int
    GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY → const int
    GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT → const int
    GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES → const int
    GL_UNSIGNED_INT_SAMPLER_2D → const int
    GL_UNSIGNED_INT_SAMPLER_2D_ARRAY → const int
    GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE → const int
    GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY → const int
    GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES → const int
    GL_UNSIGNED_INT_SAMPLER_3D → const int
    GL_UNSIGNED_INT_SAMPLER_BUFFER → const int
    GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT → const int
    GL_UNSIGNED_INT_SAMPLER_BUFFER_OES → const int
    GL_UNSIGNED_INT_SAMPLER_CUBE → const int
    GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY → const int
    GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT → const int
    GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES → const int
    GL_UNSIGNED_INT_VEC2 → const int
    GL_UNSIGNED_INT_VEC3 → const int
    GL_UNSIGNED_INT_VEC4 → const int
    GL_UNSIGNED_NORMALIZED → const int
    GL_UNSIGNED_NORMALIZED_EXT → const int
    GL_UNSIGNED_SHORT → const int
    GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT → const int
    GL_UNSIGNED_SHORT_4_4_4_4 → const int
    GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT → const int
    GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG → const int
    GL_UNSIGNED_SHORT_5_5_5_1 → const int
    GL_UNSIGNED_SHORT_5_6_5 → const int
    GL_UNSIGNED_SHORT_8_8_APPLE → const int
    GL_UNSIGNED_SHORT_8_8_REV_APPLE → const int
    GL_UPPER_LEFT_EXT → const int
    GL_USE_MISSING_GLYPH_NV → const int
    GL_UTF16_NV → const int
    GL_UTF8_NV → const int
    GL_UUID_SIZE_EXT → const int
    GL_VALIDATE_STATUS → const int
    GL_VENDOR → const int
    GL_VERSION → const int
    GL_VERTEX_ARRAY → const int
    GL_VERTEX_ARRAY_BINDING → const int
    GL_VERTEX_ARRAY_BINDING_OES → const int
    GL_VERTEX_ARRAY_KHR → const int
    GL_VERTEX_ARRAY_OBJECT_EXT → const int
    GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT → const int
    GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING → const int
    GL_VERTEX_ATTRIB_ARRAY_DIVISOR → const int
    GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE → const int
    GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT → const int
    GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV → const int
    GL_VERTEX_ATTRIB_ARRAY_ENABLED → const int
    GL_VERTEX_ATTRIB_ARRAY_INTEGER → const int
    GL_VERTEX_ATTRIB_ARRAY_NORMALIZED → const int
    GL_VERTEX_ATTRIB_ARRAY_POINTER → const int
    GL_VERTEX_ATTRIB_ARRAY_SIZE → const int
    GL_VERTEX_ATTRIB_ARRAY_STRIDE → const int
    GL_VERTEX_ATTRIB_ARRAY_TYPE → const int
    GL_VERTEX_ATTRIB_BINDING → const int
    GL_VERTEX_ATTRIB_RELATIVE_OFFSET → const int
    GL_VERTEX_BINDING_BUFFER → const int
    GL_VERTEX_BINDING_DIVISOR → const int
    GL_VERTEX_BINDING_OFFSET → const int
    GL_VERTEX_BINDING_STRIDE → const int
    GL_VERTEX_SHADER → const int
    GL_VERTEX_SHADER_BIT → const int
    GL_VERTEX_SHADER_BIT_EXT → const int
    GL_VERTICAL_LINE_TO_NV → const int
    GL_VIEWPORT → const int
    GL_VIEWPORT_BOUNDS_RANGE_NV → const int
    GL_VIEWPORT_BOUNDS_RANGE_OES → const int
    GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV → const int
    GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES → const int
    GL_VIEWPORT_POSITION_W_SCALE_NV → const int
    GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV → const int
    GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV → const int
    GL_VIEWPORT_SUBPIXEL_BITS_NV → const int
    GL_VIEWPORT_SUBPIXEL_BITS_OES → const int
    GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV → const int
    GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV → const int
    GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV → const int
    GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV → const int
    GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV → const int
    GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV → const int
    GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV → const int
    GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV → const int
    GL_VIEWPORT_SWIZZLE_W_NV → const int
    GL_VIEWPORT_SWIZZLE_X_NV → const int
    GL_VIEWPORT_SWIZZLE_Y_NV → const int
    GL_VIEWPORT_SWIZZLE_Z_NV → const int
    GL_VIRTUAL_PAGE_SIZE_INDEX_EXT → const int
    GL_VIRTUAL_PAGE_SIZE_X_EXT → const int
    GL_VIRTUAL_PAGE_SIZE_Y_EXT → const int
    GL_VIRTUAL_PAGE_SIZE_Z_EXT → const int
    GL_VIV_shader_binary → const int
    GL_VIVIDLIGHT_NV → const int
    GL_WAIT_FAILED → const int
    GL_WAIT_FAILED_APPLE → const int
    GL_WEIGHTED_AVERAGE_EXT → const int
    GL_WINDOW_RECTANGLE_EXT → const int
    GL_WINDOW_RECTANGLE_MODE_EXT → const int
    GL_WRITE_ONLY → const int
    GL_WRITE_ONLY_OES → const int
    GL_WRITEONLY_RENDERING_QCOM → const int
    GL_XOR_NV → const int
    GL_Z400_BINARY_AMD → const int
    GL_ZERO → const int
    GL_ZERO_TO_ONE_EXT → const int
    GLSL1 → const String
    GLSL3 → const String
    GreaterCompare → const int
    GreaterDepth → const int
    GreaterEqualCompare → const int
    GreaterEqualDepth → const int
    GreaterEqualStencilFunc → const int
    GreaterStencilFunc → const int
    HalfFloatType → const int
    HEADER_LEN → const int
    IncrementStencilOp → const int
    IncrementWrapStencilOp → const int
    InterpolateDiscrete → const int
    InterpolateLinear → const int
    InterpolateSmooth → const int
    IntType → const int
    InvertStencilOp → const int
    KeepStencilOp → const int
    KHRONOS_MAX_ENUM → const int
    KHRONOS_SUPPORT_FLOAT → const int
    KHRONOS_SUPPORT_INT64 → const int
    LessCompare → const int
    LessDepth → const int
    LessEqualCompare → const int
    LessEqualDepth → const int
    LessEqualStencilFunc → const int
    LessStencilFunc → const int
    LinearDisplayP3ColorSpace → const String
    LinearEncoding → const int
    LinearFilter → const int
    LinearMipmapLinearFilter → const int
    LinearMipMapLinearFilter → const int
    LinearMipmapNearestFilter → const int
    LinearMipMapNearestFilter → const int
    LinearSRGBColorSpace → const String
    LinearToneMapping → const int
    LinearTransfer → const String
    linedashedFrag → const String
    linedashedVert → const String
    LogLuvEncoding → const int
    LoopOnce → const int
    LoopPingPong → const int
    LoopRepeat → const int
    LuminanceAlphaFormat → const int
    LuminanceFormat → const int
    MAX_SAFE_INTEGER → const int
    MaxEquation → const int
    meshbasicFrag → const String
    meshbasicVert → const String
    meshlambertFrag → const String
    meshlambertVert → const String
    meshmatcapFrag → const String
    meshmatcapVert → const String
    meshnormalFrag → const String
    meshnormalVert → const String
    meshphongFrag → const String
    meshphongVert → const String
    meshphysicalFrag → const String
    meshphysicalVert → const String
    meshtoonFrag → const String
    meshtoonVert → const String
    MinEquation → const int
    MirroredRepeatWrapping → const int
    MixOperation → const int
    MultiplyBlending → const int
    MultiplyOperation → const int
    NearestFilter → const int
    NearestMipMapLinearFilter → const int
    NearestMipmapLinearFilter → const int
    NearestMipMapNearestFilter → const int
    NearestMipmapNearestFilter → const int
    NeutralToneMapping → const int
    NeverCompare → const int
    NeverDepth → const int
    NeverStencilFunc → const int
    NoBlending → const int
    NoColorSpace → const String
    NormalAnimationBlendMode → const int
    NormalBlending → const int
    NotEqualCompare → const int
    NotEqualDepth → const int
    NotEqualStencilFunc → const int
    NoToneMapping → const int
    ObjectSpaceNormalMap → const int
    OneFactor → const int
    OneMinusConstantAlphaFactor → const int
    OneMinusConstantColorFactor → const int
    OneMinusDstAlphaFactor → const int
    OneMinusDstColorFactor → const int
    OneMinusSrcAlphaFactor → const int
    OneMinusSrcColorFactor → const int
    P3Primaries → const String
    PCFShadowMap → const int
    PCFSoftShadowMap → const int
    pointsFrag → const String
    pointsVert → const String
    Rec709Primaries → const String
    RED_GREEN_RGTC2_Format → const int
    RED_RGTC1_Format → const int
    RedFormat → const int
    RedIntegerFormat → const int
    ReinhardToneMapping → const int
    RepeatWrapping → const int
    ReplaceStencilOp → const int
    ReverseSubtractEquation → const int
    REVISION → const String
    RGB_BPTC_SIGNED_Format → const int
    RGB_BPTC_UNSIGNED_Format → const int
    RGB_ETC1_Format → const int
    RGB_ETC2_Format → const int
    RGB_PVRTC_2BPPV1_Format → const int
    RGB_PVRTC_4BPPV1_Format → const int
    RGB_S3TC_DXT1_Format → const int
    RGBA_ASTC_10x10_Format → const int
    RGBA_ASTC_10x5_Format → const int
    RGBA_ASTC_10x6_Format → const int
    RGBA_ASTC_10x8_Format → const int
    RGBA_ASTC_12x10_Format → const int
    RGBA_ASTC_12x12_Format → const int
    RGBA_ASTC_4x4_Format → const int
    RGBA_ASTC_5x4_Format → const int
    RGBA_ASTC_5x5_Format → const int
    RGBA_ASTC_6x5_Format → const int
    RGBA_ASTC_6x6_Format → const int
    RGBA_ASTC_8x5_Format → const int
    RGBA_ASTC_8x6_Format → const int
    RGBA_ASTC_8x8_Format → const int
    RGBA_BPTC_Format → const int
    RGBA_ETC2_EAC_Format → const int
    RGBA_PVRTC_2BPPV1_Format → const int
    RGBA_PVRTC_4BPPV1_Format → const int
    RGBA_S3TC_DXT1_Format → const int
    RGBA_S3TC_DXT3_Format → const int
    RGBA_S3TC_DXT5_Format → const int
    RGBADepthPacking → const int
    RGBAFormat → const int
    RGBAIntegerFormat → const int
    RGBDEncoding → const int
    RGBEEncoding → const int
    RGBEFormat → const int
    RGBFormat → const int
    RGBIntegerFormat → const int
    RGBM16Encoding → const int
    RGBM7Encoding → const int
    RGFormat → const int
    RGIntegerFormat → const int
    shadowFrag → const String
    shadowVert → const String
    ShortType → const int
    SIGNED_RED_GREEN_RGTC2_Format → const int
    SIGNED_RED_RGTC1_Format → const int
    SmoothShading → const int
    spriteFrag → const String
    spriteVert → const String
    SrcAlphaFactor → const int
    SrcAlphaSaturateFactor → const int
    SrcColorFactor → const int
    SRGBAFormat → const int
    SRGBColorSpace → const String
    sRGBEncoding → const int
    SRGBFormat → const int
    SRGBTransfer → const String
    StaticCopyUsage → const int
    StaticDrawUsage → const int
    StaticReadUsage → const int
    StreamCopyUsage → const int
    StreamDrawUsage → const int
    StreamReadUsage → const int
    SubtractEquation → const int
    SubtractiveBlending → const int
    TangentSpaceNormalMap → const int
    TriangleFanDrawMode → const int
    TrianglesDrawMode → const int
    TriangleStripDrawMode → const int
    UnsignedByteType → const int
    UnsignedInt248Type → const int
    UnsignedInt5999Type → const int
    UnsignedIntType → const int
    UnsignedShort4444Type → const int
    UnsignedShort5551Type → const int
    UnsignedShort565Type → const int
    UnsignedShortType → const int
    UVMapping → const int
    visible → const int
    Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
    vsmFrag → const String
    VSMShadowMap → const int
    vsmVert → const String
    WebGLCoordinateSystem → const int
    WebGPUCoordinateSystem → const int
    WrapAroundEnding → const int
    ZeroCurvatureEnding → const int
    ZeroFactor → const int
    ZeroSlopeEnding → const int
    ZeroStencilOp → const int

    Properties

    allNativeData AllNativeData
    getter/setter pair
    connections Map
    getter/setter pair
    console Console
    getter/setter pair
    dataArray List
    final
    defaultLoadingManager LoadingManager
    final
    extraLodSigma List<double>
    final
    fn Map<ColorSpace, dynamic>
    final
    gouraudShader Map<String, dynamic>
    final
    horizontalBlurShader Map<String, dynamic>
    Two pass Gaussian blur filter (horizontal and vertical blur shaders)
    getter/setter pair
    ID_ATTR_NAME String
    final
    ldp32lsrgb Matrix3
    final
    loading Map<String, dynamic>
    getter/setter pair
    lodMin int
    This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture. This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE. Unlike a traditional mipmap chain, it only goes down to the lodMin level (above), and then creates extra even more filtered 'mips' at the same lodMin resolution, associated with higher roughness levels. In this way we maintain resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
    getter/setter pair
    lsrgb2ldp3 Matrix3
    final
    m1 Matrix4
    getter/setter pair
    mainGroup TweenGroup
    getter/setter pair
    materialId int
    getter/setter pair
    px CubicPoly
    final
    py CubicPoly
    final
    pz CubicPoly
    final
    sceneGraph AnimationObject
    getter/setter pair
    shaderChunk Map<String, String>
    getter/setter pair
    shaderLib Map<String, dynamic>
    getter/setter pair
    shaderLibStandard Map<String, dynamic>
    getter/setter pair
    tempEuler Euler
    final
    tempVec Vector3
    final
    textureId int
    getter/setter pair
    tmp Vector3
    final
    uniformsLib Map<String, dynamic>
    getter/setter pair
    verticalBlurShader Map<String, dynamic>
    Two pass Gaussian blur filter (horizontal and vertical blur shaders)
    getter/setter pair

    Functions

    ascIdSort(dynamic a, dynamic b) int
    checkIntersection(Object3D object, Material? material, Raycaster raycaster, Ray ray, Vector3 pA, Vector3 pB, Vector3 pC, Vector3 point) Intersection?
    cloneUniforms(Map<String, dynamic> src) Map<String, dynamic>
    cloneUniformsGroups<T>(dynamic src) List
    copyAttributeData(dynamic src, dynamic target, [int targetOffset = 0]) → void
    createObjectURL(dynamic blob) → dynamic
    curves(String type, dynamic a, dynamic b, dynamic c, dynamic d, dynamic e, dynamic f) Curve?
    getTrackTypeForValueTypeName(String typeName) String
    getUnlitUniformColorSpace(WebGLRenderer renderer) String
    isUniqueEdge(Vector3 start, Vector3 end, dynamic edges) bool
    mergeUniforms(dynamic uniforms) Map<String, dynamic>
    now() int
    parseKeyframeTrack(Map<String, dynamic> json) KeyframeTrack
    scaleTo(double x, double y, double t) double
    serializeImage(dynamic image) Map<String, dynamic>
    sortOpaque(Pool a, Pool b) int
    sortTransparent(Pool a, Pool b) int
    testPoint(Vector3 point, int index, double localThresholdSq, Matrix4 matrixWorld, Raycaster raycaster, List<Intersection> intersects, Object3D object) → void
    toJSON2(dynamic shapes, Map<String, dynamic>? options, dynamic data) Map<String, dynamic>
    transformVertex(Vector3 vertexPosition, Vector3 mvPosition, Vector2 center, Vector scale, double? sin, double? cos) → void

    Typedefs

    GLDEBUGPROC = Void Function(Uint32, Uint32, Uint32, Uint32, Int32, Pointer<Int8>, Pointer<Void>)
    OnRender = void Function({Camera? camera, BufferGeometry? geometry, Map<String, dynamic>? group, Material? material, Object3D? mesh, RenderTarget? renderTarget, WebGLRenderer? renderer, Scene? scene})

    Exceptions / Errors

    OpenGLException