webgl

package
v0.0.0-...-4971ad3 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Nov 2, 2021 License: MIT Imports: 6 Imported by: 2

Documentation

Index

Constants

View Source
const (
	TEXTURE0                                      = 0x84C0     // A texture unit.
	TEXTURE1                                      = 0x84C1     // A texture unit.
	TEXTURE2                                      = 0x84C2     // A texture unit.
	TEXTURE3                                      = 0x84C3     // A texture unit.
	TEXTURE4                                      = 0x84C4     // A texture unit.
	TEXTURE5                                      = 0x84C5     // A texture unit.
	TEXTURE6                                      = 0x84C6     // A texture unit.
	TEXTURE7                                      = 0x84C7     // A texture unit.
	TEXTURE8                                      = 0x84C8     // A texture unit.
	TEXTURE9                                      = 0x84C9     // A texture unit.
	TEXTURE10                                     = 0x84CA     // A texture unit.
	TEXTURE11                                     = 0x84CB     // A texture unit.
	TEXTURE12                                     = 0x84CC     // A texture unit.
	TEXTURE13                                     = 0x84CD     // A texture unit.
	TEXTURE14                                     = 0x84CE     // A texture unit.
	TEXTURE15                                     = 0x84CF     // A texture unit.
	TEXTURE16                                     = 0x84D0     // A texture unit.
	TEXTURE17                                     = 0x84D1     // A texture unit.
	TEXTURE18                                     = 0x84D2     // A texture unit.
	TEXTURE19                                     = 0x84D3     // A texture unit.
	TEXTURE20                                     = 0x84D4     // A texture unit.
	TEXTURE21                                     = 0x84D5     // A texture unit.
	TEXTURE22                                     = 0x84D6     // A texture unit.
	TEXTURE23                                     = 0x84D7     // A texture unit.
	TEXTURE24                                     = 0x84D8     // A texture unit.
	TEXTURE25                                     = 0x84D9     // A texture unit.
	TEXTURE26                                     = 0x84DA     // A texture unit.
	TEXTURE27                                     = 0x84DB     // A texture unit.
	TEXTURE28                                     = 0x84DC     // A texture unit.
	TEXTURE29                                     = 0x84DD     // A texture unit.
	TEXTURE30                                     = 0x84DE     // A texture unit.
	TEXTURE31                                     = 0x84DF     // A texture unit.
	DEPTH_BUFFER_BIT                              = 0x00000100 // Passed to clear to clear the current depth buffer.
	STENCIL_BUFFER_BIT                            = 0x00000400 // Passed to clear to clear the current stencil buffer.
	COLOR_BUFFER_BIT                              = 0x00004000 // Passed to clear to clear the current color buffer.
	POINTS                                        = 0x0000     // Passed to drawElements or drawArrays to draw single points.
	LINES                                         = 0x0001     // Passed to drawElements or drawArrays to draw lines. Each vertex connects to the one after it.
	LINE_LOOP                                     = 0x0002     // Passed to drawElements or drawArrays to draw lines. Each set of two vertices is treated as a separate line segment.
	LINE_STRIP                                    = 0x0003     // Passed to drawElements or drawArrays to draw a connected group of line segments from the first vertex to the last.
	TRIANGLES                                     = 0x0004     // Passed to drawElements or drawArrays to draw triangles. Each set of three vertices creates a separate triangle.
	TRIANGLE_STRIP                                = 0x0005     // Passed to drawElements or drawArrays to draw a connected group of triangles.
	TRIANGLE_FAN                                  = 0x0006     // Passed to drawElements or drawArrays to draw a connected group of triangles. Each vertex connects to the previous and the first vertex in the fan.
	ZERO                                          = 0          // Passed to blendFunc or blendFuncSeparate to turn off a component.
	ONE                                           = 1          // Passed to blendFunc or blendFuncSeparate to turn on a component.
	SRC_COLOR                                     = 0x0300     // Passed to blendFunc or blendFuncSeparate to multiply a component by the source elements color.
	ONE_MINUS_SRC_COLOR                           = 0x0301     // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source elements color.
	SRC_ALPHA                                     = 0x0302     // Passed to blendFunc or blendFuncSeparate to multiply a component by the source's alpha.
	ONE_MINUS_SRC_ALPHA                           = 0x0303     // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source's alpha.
	DST_ALPHA                                     = 0x0304     // Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's alpha.
	ONE_MINUS_DST_ALPHA                           = 0x0305     // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's alpha.
	DST_COLOR                                     = 0x0306     // Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's color.
	ONE_MINUS_DST_COLOR                           = 0x0307     // Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's color.
	SRC_ALPHA_SATURATE                            = 0x0308     // Passed to blendFunc or blendFuncSeparate to multiply a component by the minimum of source's alpha or one minus the destination's alpha.
	CONSTANT_COLOR                                = 0x8001     // Passed to blendFunc or blendFuncSeparate to specify a constant color blend function.
	ONE_MINUS_CONSTANT_COLOR                      = 0x8002     // Passed to blendFunc or blendFuncSeparate to specify one minus a constant color blend function.
	CONSTANT_ALPHA                                = 0x8003     // Passed to blendFunc or blendFuncSeparate to specify a constant alpha blend function.
	ONE_MINUS_CONSTANT_ALPHA                      = 0x8004     // Passed to blendFunc or blendFuncSeparate to specify one minus a constant alpha blend function.
	FUNC_ADD                                      = 0x8006     // Passed to blendEquation or blendEquationSeparate to set an addition blend function.
	FUNC_SUBTRACT                                 = 0x800A     // Passed to blendEquation or blendEquationSeparate to specify a subtraction blend function (source - destination).
	FUNC_REVERSE_SUBTRACT                         = 0x800B     // Passed to blendEquation or blendEquationSeparate to specify a reverse subtraction blend function (destination - source).
	BLEND_EQUATION                                = 0x8009     // Passed to getParameter to get the current RGB blend function.
	BLEND_EQUATION_RGB                            = 0x8009     // Passed to getParameter to get the current RGB blend function. Same as BLEND_EQUATION
	BLEND_EQUATION_ALPHA                          = 0x883D     // Passed to getParameter to get the current alpha blend function. Same as BLEND_EQUATION
	BLEND_DST_RGB                                 = 0x80C8     // Passed to getParameter to get the current destination RGB blend function.
	BLEND_SRC_RGB                                 = 0x80C9     // Passed to getParameter to get the current destination RGB blend function.
	BLEND_DST_ALPHA                               = 0x80CA     // Passed to getParameter to get the current destination alpha blend function.
	BLEND_SRC_ALPHA                               = 0x80CB     // Passed to getParameter to get the current source alpha blend function.
	BLEND_COLOR                                   = 0x8005     // Passed to getParameter to return a the current blend color.
	ARRAY_BUFFER_BINDING                          = 0x8894     // Passed to getParameter to get the array buffer binding.
	ELEMENT_ARRAY_BUFFER_BINDING                  = 0x8895     // Passed to getParameter to get the current element array buffer.
	LINE_WIDTH                                    = 0x0B21     // Passed to getParameter to get the current lineWidth (set by the lineWidth method).
	ALIASED_POINT_SIZE_RANGE                      = 0x846D     // Passed to getParameter to get the current size of a point drawn with gl.POINTS
	ALIASED_LINE_WIDTH_RANGE                      = 0x846E     // Passed to getParameter to get the range of available widths for a line. Returns a length-2 array with the lo value at 0, and hight at 1.
	CULL_FACE_MODE                                = 0x0B45     // Passed to getParameter to get the current value of cullFace. Should return FRONT, BACK, or FRONT_AND_BACK
	FRONT_FACE                                    = 0x0B46     // Passed to getParameter to determine the current value of frontFace. Should return CW or CCW.
	DEPTH_RANGE                                   = 0x0B70     // Passed to getParameter to return a length-2 array of floats giving the current depth range.
	DEPTH_WRITEMASK                               = 0x0B72     // Passed to getParameter to determine if the depth write mask is enabled.
	DEPTH_CLEAR_VALUE                             = 0x0B73     // Passed to getParameter to determine the current depth clear value.
	DEPTH_FUNC                                    = 0x0B74     // Passed to getParameter to get the current depth function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.
	STENCIL_CLEAR_VALUE                           = 0x0B91     // Passed to getParameter to get the value the stencil will be cleared to.
	STENCIL_FUNC                                  = 0x0B92     // Passed to getParameter to get the current stencil function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.
	STENCIL_FAIL                                  = 0x0B94     // Passed to getParameter to get the current stencil fail function. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
	STENCIL_PASS_DEPTH_FAIL                       = 0x0B95     // Passed to getParameter to get the current stencil fail function should the depth buffer test fail. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
	STENCIL_PASS_DEPTH_PASS                       = 0x0B96     // Passed to getParameter to get the current stencil fail function should the depth buffer test pass. Should return KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, or DECR_WRAP.
	STENCIL_REF                                   = 0x0B97     // Passed to getParameter to get the reference value used for stencil tests.
	STENCIL_VALUE_MASK                            = 0x0B93
	STENCIL_WRITEMASK                             = 0x0B98
	STENCIL_BACK_FUNC                             = 0x8800
	STENCIL_BACK_FAIL                             = 0x8801
	STENCIL_BACK_PASS_DEPTH_FAIL                  = 0x8802
	STENCIL_BACK_PASS_DEPTH_PASS                  = 0x8803
	STENCIL_BACK_REF                              = 0x8CA3
	STENCIL_BACK_VALUE_MASK                       = 0x8CA4
	STENCIL_BACK_WRITEMASK                        = 0x8CA5
	VIEWPORT                                      = 0x0BA2 // Returns an Int32Array with four elements for the current viewport dimensions.
	SCISSOR_BOX                                   = 0x0C10 // Returns an Int32Array with four elements for the current scissor box dimensions.
	COLOR_CLEAR_VALUE                             = 0x0C22
	COLOR_WRITEMASK                               = 0x0C23
	UNPACK_ALIGNMENT                              = 0x0CF5
	PACK_ALIGNMENT                                = 0x0D05
	MAX_TEXTURE_SIZE                              = 0x0D33
	MAX_VIEWPORT_DIMS                             = 0x0D3A
	SUBPIXEL_BITS                                 = 0x0D50
	RED_BITS                                      = 0x0D52
	GREEN_BITS                                    = 0x0D53
	BLUE_BITS                                     = 0x0D54
	ALPHA_BITS                                    = 0x0D55
	DEPTH_BITS                                    = 0x0D56
	STENCIL_BITS                                  = 0x0D57
	POLYGON_OFFSET_UNITS                          = 0x2A00
	POLYGON_OFFSET_FACTOR                         = 0x8038
	TEXTURE_BINDING_2D                            = 0x8069
	SAMPLE_BUFFERS                                = 0x80A8
	SAMPLES                                       = 0x80A9
	SAMPLE_COVERAGE_VALUE                         = 0x80AA
	SAMPLE_COVERAGE_INVERT                        = 0x80AB
	COMPRESSED_TEXTURE_FORMATS                    = 0x86A3
	VENDOR                                        = 0x1F00
	RENDERER                                      = 0x1F01
	VERSION                                       = 0x1F02
	IMPLEMENTATION_COLOR_READ_TYPE                = 0x8B9A
	IMPLEMENTATION_COLOR_READ_FORMAT              = 0x8B9B
	BROWSER_DEFAULT_WEBGL                         = 0x9244
	STATIC_DRAW                                   = 0x88E4 // Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and not change often.
	STREAM_DRAW                                   = 0x88E0 // Passed to bufferData as a hint about whether the contents of the buffer are likely to not be used often.
	DYNAMIC_DRAW                                  = 0x88E8 // Passed to bufferData as a hint about whether the contents of the buffer are likely to be used often and change often.
	ARRAY_BUFFER                                  = 0x8892 // Passed to bindBuffer or bufferData to specify the type of buffer being used.
	ELEMENT_ARRAY_BUFFER                          = 0x8893 // Passed to bindBuffer or bufferData to specify the type of buffer being used.
	BUFFER_SIZE                                   = 0x8764 // Passed to getBufferParameter to get a buffer's size.
	BUFFER_USAGE                                  = 0x8765 // Passed to getBufferParameter to get the hint for the buffer passed in when it was created.
	CURRENT_VERTEX_ATTRIB                         = 0x8626 // Passed to getVertexAttrib to read back the current vertex attribute.
	VERTEX_ATTRIB_ARRAY_ENABLED                   = 0x8622
	VERTEX_ATTRIB_ARRAY_SIZE                      = 0x8623
	VERTEX_ATTRIB_ARRAY_STRIDE                    = 0x8624
	VERTEX_ATTRIB_ARRAY_TYPE                      = 0x8625
	VERTEX_ATTRIB_ARRAY_NORMALIZED                = 0x886A
	VERTEX_ATTRIB_ARRAY_POINTER                   = 0x8645
	VERTEX_ATTRIB_ARRAY_BUFFER_BINDING            = 0x889F
	CULL_FACE                                     = 0x0B44 // Passed to enable/disable to turn on/off culling. Can also be used with getParameter to find the current culling method.
	FRONT                                         = 0x0404 // Passed to cullFace to specify that only front faces should be culled.
	BACK                                          = 0x0405 // Passed to cullFace to specify that only back faces should be culled.
	FRONT_AND_BACK                                = 0x0408 // Passed to cullFace to specify that front and back faces should be culled.
	BLEND                                         = 0x0BE2 // Passed to enable/disable to turn on/off blending. Can also be used with getParameter to find the current blending method.
	DEPTH_TEST                                    = 0x0B71 // Passed to enable/disable to turn on/off the depth test. Can also be used with getParameter to query the depth test.
	DITHER                                        = 0x0BD0 // Passed to enable/disable to turn on/off dithering. Can also be used with getParameter to find the current dithering method.
	POLYGON_OFFSET_FILL                           = 0x8037 // Passed to enable/disable to turn on/off the polygon offset. Useful for rendering hidden-line images, decals, and or solids with highlighted edges. Can also be used with getParameter to query the scissor test.
	SAMPLE_ALPHA_TO_COVERAGE                      = 0x809E // Passed to enable/disable to turn on/off the alpha to coverage. Used in multi-sampling alpha channels.
	SAMPLE_COVERAGE                               = 0x80A0 // Passed to enable/disable to turn on/off the sample coverage. Used in multi-sampling.
	SCISSOR_TEST                                  = 0x0C11 // Passed to enable/disable to turn on/off the scissor test. Can also be used with getParameter to query the scissor test.
	STENCIL_TEST                                  = 0x0B90 // Passed to enable/disable to turn on/off the stencil test. Can also be used with getParameter to query the stencil test.
	NO_ERROR                                      = 0      // Returned from getError.
	INVALID_ENUM                                  = 0x0500 // Returned from getError.
	INVALID_VALUE                                 = 0x0501 // Returned from getError.
	INVALID_OPERATION                             = 0x0502 // Returned from getError.
	OUT_OF_MEMORY                                 = 0x0505 // Returned from getError.
	CONTEXT_LOST_WEBGL                            = 0x9242 // Returned from getError.
	CW                                            = 0x0900 // Passed to frontFace to specify the front face of a polygon is drawn in the clockwise direction
	CCW                                           = 0x0901 // Passed to frontFace to specify the front face of a polygon is drawn in the counter clockwise direction
	DONT_CARE                                     = 0x1100 // There is no preference for this behavior.
	FASTEST                                       = 0x1101 // The most efficient behavior should be used.
	NICEST                                        = 0x1102 // The most correct or the highest quality option should be used.
	GENERATE_MIPMAP_HINT                          = 0x8192 // Hint for the quality of filtering when generating mipmap images with WebGLRenderingContext.generateMipmap().
	BYTE                                          = 0x1400
	UNSIGNED_BYTE                                 = 0x1401
	SHORT                                         = 0x1402
	UNSIGNED_SHORT                                = 0x1403
	INT                                           = 0x1404
	UNSIGNED_INT                                  = 0x1405
	FLOAT                                         = 0x1406
	DEPTH_COMPONENT                               = 0x1902
	ALPHA                                         = 0x1906
	RGB                                           = 0x1907
	RGBA                                          = 0x1908
	LUMINANCE                                     = 0x1909
	LUMINANCE_ALPHA                               = 0x190A
	UNSIGNED_SHORT_4_4_4_4                        = 0x8033
	UNSIGNED_SHORT_5_5_5_1                        = 0x8034
	UNSIGNED_SHORT_5_6_5                          = 0x8363
	FRAGMENT_SHADER                               = 0x8B30 // Passed to createShader to define a fragment shader.
	VERTEX_SHADER                                 = 0x8B31 // Passed to createShader to define a vertex shader
	COMPILE_STATUS                                = 0x8B81 // Passed to getShaderParameter to get the status of the compilation. Returns false if the shader was not compiled. You can then query getShaderInfoLog to find the exact error
	DELETE_STATUS                                 = 0x8B80 // Passed to getShaderParameter to determine if a shader was deleted via deleteShader. Returns true if it was, false otherwise.
	LINK_STATUS                                   = 0x8B82 // Passed to getProgramParameter after calling linkProgram to determine if a program was linked correctly. Returns false if there were errors. Use getProgramInfoLog to find the exact error.
	VALIDATE_STATUS                               = 0x8B83 // Passed to getProgramParameter after calling validateProgram to determine if it is valid. Returns false if errors were found.
	ATTACHED_SHADERS                              = 0x8B85 // Passed to getProgramParameter after calling attachShader to determine if the shader was attached correctly. Returns false if errors occurred.
	ACTIVE_ATTRIBUTES                             = 0x8B89 // Passed to getProgramParameter to get the number of attributes active in a program.
	ACTIVE_UNIFORMS                               = 0x8B86 // Passed to getProgramParameter to get the number of uniforms active in a program.
	MAX_VERTEX_ATTRIBS                            = 0x8869 // The maximum number of entries possible in the vertex attribute list.
	MAX_VERTEX_UNIFORM_VECTORS                    = 0x8DFB
	MAX_VARYING_VECTORS                           = 0x8DFC
	MAX_COMBINED_TEXTURE_IMAGE_UNITS              = 0x8B4D
	MAX_VERTEX_TEXTURE_IMAGE_UNITS                = 0x8B4C
	MAX_TEXTURE_IMAGE_UNITS                       = 0x8872 // Implementation dependent number of maximum texture units. At least 8.
	MAX_FRAGMENT_UNIFORM_VECTORS                  = 0x8DFD
	SHADER_TYPE                                   = 0x8B4F
	SHADING_LANGUAGE_VERSION                      = 0x8B8C
	CURRENT_PROGRAM                               = 0x8B8D
	NEVER                                         = 0x0200 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn.
	LESS                                          = 0x0201 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value.
	EQUAL                                         = 0x0202 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value.
	LEQUAL                                        = 0x0203 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value.
	GREATER                                       = 0x0204 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value.
	NOTEQUAL                                      = 0x0205 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value.
	GEQUAL                                        = 0x0206 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value.
	ALWAYS                                        = 0x0207 // Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn.
	KEEP                                          = 0x1E00
	REPLACE                                       = 0x1E01
	INCR                                          = 0x1E02
	DECR                                          = 0x1E03
	INVERT                                        = 0x150A
	INCR_WRAP                                     = 0x8507
	DECR_WRAP                                     = 0x8508
	NEAREST                                       = 0x2600
	LINEAR                                        = 0x2601
	NEAREST_MIPMAP_NEAREST                        = 0x2700
	LINEAR_MIPMAP_NEAREST                         = 0x2701
	NEAREST_MIPMAP_LINEAR                         = 0x2702
	LINEAR_MIPMAP_LINEAR                          = 0x2703
	TEXTURE_MAG_FILTER                            = 0x2800
	TEXTURE_MIN_FILTER                            = 0x2801
	TEXTURE_WRAP_S                                = 0x2802
	TEXTURE_WRAP_T                                = 0x2803
	TEXTURE_2D                                    = 0x0DE1
	TEXTURE                                       = 0x1702
	TEXTURE_CUBE_MAP                              = 0x8513
	TEXTURE_BINDING_CUBE_MAP                      = 0x8514
	TEXTURE_CUBE_MAP_POSITIVE_X                   = 0x8515
	TEXTURE_CUBE_MAP_NEGATIVE_X                   = 0x8516
	TEXTURE_CUBE_MAP_POSITIVE_Y                   = 0x8517
	TEXTURE_CUBE_MAP_NEGATIVE_Y                   = 0x8518
	TEXTURE_CUBE_MAP_POSITIVE_Z                   = 0x8519
	TEXTURE_CUBE_MAP_NEGATIVE_Z                   = 0x851A
	MAX_CUBE_MAP_TEXTURE_SIZE                     = 0x851C
	ACTIVE_TEXTURE                                = 0x84E0 // The current active texture unit.
	REPEAT                                        = 0x2901
	CLAMP_TO_EDGE                                 = 0x812F
	MIRRORED_REPEAT                               = 0x8370
	FLOAT_VEC2                                    = 0x8B50
	FLOAT_VEC3                                    = 0x8B51
	FLOAT_VEC4                                    = 0x8B52
	INT_VEC2                                      = 0x8B53
	INT_VEC3                                      = 0x8B54
	INT_VEC4                                      = 0x8B55
	BOOL                                          = 0x8B56
	BOOL_VEC2                                     = 0x8B57
	BOOL_VEC3                                     = 0x8B58
	BOOL_VEC4                                     = 0x8B59
	FLOAT_MAT2                                    = 0x8B5A
	FLOAT_MAT3                                    = 0x8B5B
	FLOAT_MAT4                                    = 0x8B5C
	SAMPLER_2D                                    = 0x8B5E
	SAMPLER_CUBE                                  = 0x8B60
	LOW_FLOAT                                     = 0x8DF0
	MEDIUM_FLOAT                                  = 0x8DF1
	HIGH_FLOAT                                    = 0x8DF2
	LOW_INT                                       = 0x8DF3
	MEDIUM_INT                                    = 0x8DF4
	HIGH_INT                                      = 0x8DF5
	FRAMEBUFFER                                   = 0x8D40
	RENDERBUFFER                                  = 0x8D41
	RGBA4                                         = 0x8056
	RGB5_A1                                       = 0x8057
	RGB565                                        = 0x8D62
	DEPTH_COMPONENT16                             = 0x81A5
	STENCIL_INDEX8                                = 0x8D48
	DEPTH_STENCIL                                 = 0x84F9
	RENDERBUFFER_WIDTH                            = 0x8D42
	RENDERBUFFER_HEIGHT                           = 0x8D43
	RENDERBUFFER_INTERNAL_FORMAT                  = 0x8D44
	RENDERBUFFER_RED_SIZE                         = 0x8D50
	RENDERBUFFER_GREEN_SIZE                       = 0x8D51
	RENDERBUFFER_BLUE_SIZE                        = 0x8D52
	RENDERBUFFER_ALPHA_SIZE                       = 0x8D53
	RENDERBUFFER_DEPTH_SIZE                       = 0x8D54
	RENDERBUFFER_STENCIL_SIZE                     = 0x8D55
	FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE            = 0x8CD0
	FRAMEBUFFER_ATTACHMENT_OBJECT_NAME            = 0x8CD1
	FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL          = 0x8CD2
	FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE  = 0x8CD3
	COLOR_ATTACHMENT0                             = 0x8CE0
	DEPTH_ATTACHMENT                              = 0x8D00
	STENCIL_ATTACHMENT                            = 0x8D20
	DEPTH_STENCIL_ATTACHMENT                      = 0x821A
	NONE                                          = 0
	FRAMEBUFFER_COMPLETE                          = 0x8CD5
	FRAMEBUFFER_INCOMPLETE_ATTACHMENT             = 0x8CD6
	FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT     = 0x8CD7
	FRAMEBUFFER_INCOMPLETE_DIMENSIONS             = 0x8CD9
	FRAMEBUFFER_UNSUPPORTED                       = 0x8CDD
	FRAMEBUFFER_BINDING                           = 0x8CA6
	RENDERBUFFER_BINDING                          = 0x8CA7
	MAX_RENDERBUFFER_SIZE                         = 0x84E8
	INVALID_FRAMEBUFFER_OPERATION                 = 0x0506
	UNPACK_FLIP_Y_WEBGL                           = 0x9240
	UNPACK_PREMULTIPLY_ALPHA_WEBGL                = 0x9241
	UNPACK_COLORSPACE_CONVERSION_WEBGL            = 0x9243
	READ_BUFFER                                   = 0x0C02
	UNPACK_ROW_LENGTH                             = 0x0CF2
	UNPACK_SKIP_ROWS                              = 0x0CF3
	UNPACK_SKIP_PIXELS                            = 0x0CF4
	PACK_ROW_LENGTH                               = 0x0D02
	PACK_SKIP_ROWS                                = 0x0D03
	PACK_SKIP_PIXELS                              = 0x0D04
	TEXTURE_BINDING_3D                            = 0x806A
	UNPACK_SKIP_IMAGES                            = 0x806D
	UNPACK_IMAGE_HEIGHT                           = 0x806E
	MAX_3D_TEXTURE_SIZE                           = 0x8073
	MAX_ELEMENTS_VERTICES                         = 0x80E8
	MAX_ELEMENTS_INDICES                          = 0x80E9
	MAX_TEXTURE_LOD_BIAS                          = 0x84FD
	MAX_FRAGMENT_UNIFORM_COMPONENTS               = 0x8B49
	MAX_VERTEX_UNIFORM_COMPONENTS                 = 0x8B4A
	MAX_ARRAY_TEXTURE_LAYERS                      = 0x88FF
	MIN_PROGRAM_TEXEL_OFFSET                      = 0x8904
	MAX_PROGRAM_TEXEL_OFFSET                      = 0x8905
	MAX_VARYING_COMPONENTS                        = 0x8B4B
	FRAGMENT_SHADER_DERIVATIVE_HINT               = 0x8B8B
	RASTERIZER_DISCARD                            = 0x8C89
	VERTEX_ARRAY_BINDING                          = 0x85B5
	MAX_VERTEX_OUTPUT_COMPONENTS                  = 0x9122
	MAX_FRAGMENT_INPUT_COMPONENTS                 = 0x9125
	MAX_SERVER_WAIT_TIMEOUT                       = 0x9111
	MAX_ELEMENT_INDEX                             = 0x8D6B
	RED                                           = 0x1903
	RGB8                                          = 0x8051
	RGBA8                                         = 0x8058
	RGB10_A2                                      = 0x8059
	TEXTURE_3D                                    = 0x806F
	TEXTURE_WRAP_R                                = 0x8072
	TEXTURE_MIN_LOD                               = 0x813A
	TEXTURE_MAX_LOD                               = 0x813B
	TEXTURE_BASE_LEVEL                            = 0x813C
	TEXTURE_MAX_LEVEL                             = 0x813D
	TEXTURE_COMPARE_MODE                          = 0x884C
	TEXTURE_COMPARE_FUNC                          = 0x884D
	SRGB                                          = 0x8C40
	SRGB8                                         = 0x8C41
	SRGB8_ALPHA8                                  = 0x8C43
	COMPARE_REF_TO_TEXTURE                        = 0x884E
	RGBA32F                                       = 0x8814
	RGB32F                                        = 0x8815
	RGBA16F                                       = 0x881A
	RGB16F                                        = 0x881B
	TEXTURE_2D_ARRAY                              = 0x8C1A
	TEXTURE_BINDING_2D_ARRAY                      = 0x8C1D
	R11F_G11F_B10F                                = 0x8C3A
	RGB9_E5                                       = 0x8C3D
	RGBA32UI                                      = 0x8D70
	RGB32UI                                       = 0x8D71
	RGBA16UI                                      = 0x8D76
	RGB16UI                                       = 0x8D77
	RGBA8UI                                       = 0x8D7C
	RGB8UI                                        = 0x8D7D
	RGBA32I                                       = 0x8D82
	RGB32I                                        = 0x8D83
	RGBA16I                                       = 0x8D88
	RGB16I                                        = 0x8D89
	RGBA8I                                        = 0x8D8E
	RGB8I                                         = 0x8D8F
	RED_INTEGER                                   = 0x8D94
	RGB_INTEGER                                   = 0x8D98
	RGBA_INTEGER                                  = 0x8D99
	R8                                            = 0x8229
	RG8                                           = 0x822B
	R16F                                          = 0x822D
	R32F                                          = 0x822E
	RG16F                                         = 0x822F
	RG32F                                         = 0x8230
	R8I                                           = 0x8231
	R8UI                                          = 0x8232
	R16I                                          = 0x8233
	R16UI                                         = 0x8234
	R32I                                          = 0x8235
	R32UI                                         = 0x8236
	RG8I                                          = 0x8237
	RG8UI                                         = 0x8238
	RG16I                                         = 0x8239
	RG16UI                                        = 0x823A
	RG32I                                         = 0x823B
	RG32UI                                        = 0x823C
	R8_SNORM                                      = 0x8F94
	RG8_SNORM                                     = 0x8F95
	RGB8_SNORM                                    = 0x8F96
	RGBA8_SNORM                                   = 0x8F97
	RGB10_A2UI                                    = 0x906F
	TEXTURE_IMMUTABLE_FORMAT                      = 0x912F
	TEXTURE_IMMUTABLE_LEVELS                      = 0x82DF
	UNSIGNED_INT_2_10_10_10_REV                   = 0x8368
	UNSIGNED_INT_10F_11F_11F_REV                  = 0x8C3B
	UNSIGNED_INT_5_9_9_9_REV                      = 0x8C3E
	FLOAT_32_UNSIGNED_INT_24_8_REV                = 0x8DAD
	UNSIGNED_INT_24_8                             = 0x84FA
	HALF_FLOAT                                    = 0x140B
	RG                                            = 0x8227
	RG_INTEGER                                    = 0x8228
	INT_2_10_10_10_REV                            = 0x8D9F
	CURRENT_QUERY                                 = 0x8865
	QUERY_RESULT                                  = 0x8866
	QUERY_RESULT_AVAILABLE                        = 0x8867
	ANY_SAMPLES_PASSED                            = 0x8C2F
	ANY_SAMPLES_PASSED_CONSERVATIVE               = 0x8D6A
	MAX_DRAW_BUFFERS                              = 0x8824
	DRAW_BUFFER0                                  = 0x8825
	DRAW_BUFFER1                                  = 0x8826
	DRAW_BUFFER2                                  = 0x8827
	DRAW_BUFFER3                                  = 0x8828
	DRAW_BUFFER4                                  = 0x8829
	DRAW_BUFFER5                                  = 0x882A
	DRAW_BUFFER6                                  = 0x882B
	DRAW_BUFFER7                                  = 0x882C
	DRAW_BUFFER8                                  = 0x882D
	DRAW_BUFFER9                                  = 0x882E
	DRAW_BUFFER10                                 = 0x882F
	DRAW_BUFFER11                                 = 0x8830
	DRAW_BUFFER12                                 = 0x8831
	DRAW_BUFFER13                                 = 0x8832
	DRAW_BUFFER14                                 = 0x8833
	DRAW_BUFFER15                                 = 0x8834
	MAX_COLOR_ATTACHMENTS                         = 0x8CDF
	COLOR_ATTACHMENT1                             = 0x8CE1
	COLOR_ATTACHMENT2                             = 0x8CE2
	COLOR_ATTACHMENT3                             = 0x8CE3
	COLOR_ATTACHMENT4                             = 0x8CE4
	COLOR_ATTACHMENT5                             = 0x8CE5
	COLOR_ATTACHMENT6                             = 0x8CE6
	COLOR_ATTACHMENT7                             = 0x8CE7
	COLOR_ATTACHMENT8                             = 0x8CE8
	COLOR_ATTACHMENT9                             = 0x8CE9
	COLOR_ATTACHMENT10                            = 0x8CEA
	COLOR_ATTACHMENT11                            = 0x8CEB
	COLOR_ATTACHMENT12                            = 0x8CEC
	COLOR_ATTACHMENT13                            = 0x8CED
	COLOR_ATTACHMENT14                            = 0x8CEE
	COLOR_ATTACHMENT15                            = 0x8CEF
	SAMPLER_3D                                    = 0x8B5F
	SAMPLER_2D_SHADOW                             = 0x8B62
	SAMPLER_2D_ARRAY                              = 0x8DC1
	SAMPLER_2D_ARRAY_SHADOW                       = 0x8DC4
	SAMPLER_CUBE_SHADOW                           = 0x8DC5
	INT_SAMPLER_2D                                = 0x8DCA
	INT_SAMPLER_3D                                = 0x8DCB
	INT_SAMPLER_CUBE                              = 0x8DCC
	INT_SAMPLER_2D_ARRAY                          = 0x8DCF
	UNSIGNED_INT_SAMPLER_2D                       = 0x8DD2
	UNSIGNED_INT_SAMPLER_3D                       = 0x8DD3
	UNSIGNED_INT_SAMPLER_CUBE                     = 0x8DD4
	UNSIGNED_INT_SAMPLER_2D_ARRAY                 = 0x8DD7
	MAX_SAMPLES                                   = 0x8D57
	SAMPLER_BINDING                               = 0x8919
	PIXEL_PACK_BUFFER                             = 0x88EB
	PIXEL_UNPACK_BUFFER                           = 0x88EC
	PIXEL_PACK_BUFFER_BINDING                     = 0x88ED
	PIXEL_UNPACK_BUFFER_BINDING                   = 0x88EF
	COPY_READ_BUFFER                              = 0x8F36
	COPY_WRITE_BUFFER                             = 0x8F37
	COPY_READ_BUFFER_BINDING                      = 0x8F36
	COPY_WRITE_BUFFER_BINDING                     = 0x8F37
	FLOAT_MAT2x3                                  = 0x8B65
	FLOAT_MAT2x4                                  = 0x8B66
	FLOAT_MAT3x2                                  = 0x8B67
	FLOAT_MAT3x4                                  = 0x8B68
	FLOAT_MAT4x2                                  = 0x8B69
	FLOAT_MAT4x3                                  = 0x8B6A
	UNSIGNED_INT_VEC2                             = 0x8DC6
	UNSIGNED_INT_VEC3                             = 0x8DC7
	UNSIGNED_INT_VEC4                             = 0x8DC8
	UNSIGNED_NORMALIZED                           = 0x8C17
	SIGNED_NORMALIZED                             = 0x8F9C
	VERTEX_ATTRIB_ARRAY_INTEGER                   = 0x88FD
	VERTEX_ATTRIB_ARRAY_DIVISOR                   = 0x88FE
	TRANSFORM_FEEDBACK_BUFFER_MODE                = 0x8C7F
	MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS    = 0x8C80
	TRANSFORM_FEEDBACK_VARYINGS                   = 0x8C83
	TRANSFORM_FEEDBACK_BUFFER_START               = 0x8C84
	TRANSFORM_FEEDBACK_BUFFER_SIZE                = 0x8C85
	TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN         = 0x8C88
	MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A
	MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS       = 0x8C8B
	INTERLEAVED_ATTRIBS                           = 0x8C8C
	SEPARATE_ATTRIBS                              = 0x8C8D
	TRANSFORM_FEEDBACK_BUFFER                     = 0x8C8E
	TRANSFORM_FEEDBACK_BUFFER_BINDING             = 0x8C8F
	TRANSFORM_FEEDBACK                            = 0x8E22
	TRANSFORM_FEEDBACK_PAUSED                     = 0x8E23
	TRANSFORM_FEEDBACK_ACTIVE                     = 0x8E24
	TRANSFORM_FEEDBACK_BINDING                    = 0x8E25
	FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING         = 0x8210
	FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE         = 0x8211
	FRAMEBUFFER_ATTACHMENT_RED_SIZE               = 0x8212
	FRAMEBUFFER_ATTACHMENT_GREEN_SIZE             = 0x8213
	FRAMEBUFFER_ATTACHMENT_BLUE_SIZE              = 0x8214
	FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE             = 0x8215
	FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE             = 0x8216
	FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE           = 0x8217
	FRAMEBUFFER_DEFAULT                           = 0x8218
	DEPTH24_STENCIL8                              = 0x88F0
	DRAW_FRAMEBUFFER_BINDING                      = 0x8CA6
	READ_FRAMEBUFFER                              = 0x8CA8
	DRAW_FRAMEBUFFER                              = 0x8CA9
	READ_FRAMEBUFFER_BINDING                      = 0x8CAA
	RENDERBUFFER_SAMPLES                          = 0x8CAB
	FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER          = 0x8CD4
	FRAMEBUFFER_INCOMPLETE_MULTISAMPLE            = 0x8D56
	UNIFORM_BUFFER                                = 0x8A11
	UNIFORM_BUFFER_BINDING                        = 0x8A28
	UNIFORM_BUFFER_START                          = 0x8A29
	UNIFORM_BUFFER_SIZE                           = 0x8A2A
	MAX_VERTEX_UNIFORM_BLOCKS                     = 0x8A2B
	MAX_FRAGMENT_UNIFORM_BLOCKS                   = 0x8A2D
	MAX_COMBINED_UNIFORM_BLOCKS                   = 0x8A2E
	MAX_UNIFORM_BUFFER_BINDINGS                   = 0x8A2F
	MAX_UNIFORM_BLOCK_SIZE                        = 0x8A30
	MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS        = 0x8A31
	MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS      = 0x8A33
	UNIFORM_BUFFER_OFFSET_ALIGNMENT               = 0x8A34
	ACTIVE_UNIFORM_BLOCKS                         = 0x8A36
	UNIFORM_TYPE                                  = 0x8A37
	UNIFORM_SIZE                                  = 0x8A38
	UNIFORM_BLOCK_INDEX                           = 0x8A3A
	UNIFORM_OFFSET                                = 0x8A3B
	UNIFORM_ARRAY_STRIDE                          = 0x8A3C
	UNIFORM_MATRIX_STRIDE                         = 0x8A3D
	UNIFORM_IS_ROW_MAJOR                          = 0x8A3E
	UNIFORM_BLOCK_BINDING                         = 0x8A3F
	UNIFORM_BLOCK_DATA_SIZE                       = 0x8A40
	UNIFORM_BLOCK_ACTIVE_UNIFORMS                 = 0x8A42
	UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES          = 0x8A43
	UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER     = 0x8A44
	UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER   = 0x8A46
	OBJECT_TYPE                                   = 0x9112
	SYNC_CONDITION                                = 0x9113
	SYNC_STATUS                                   = 0x9114
	SYNC_FLAGS                                    = 0x9115
	SYNC_FENCE                                    = 0x9116
	SYNC_GPU_COMMANDS_COMPLETE                    = 0x9117
	UNSIGNALED                                    = 0x9118
	SIGNALED                                      = 0x9119
	ALREADY_SIGNALED                              = 0x911A
	TIMEOUT_EXPIRED                               = 0x911B
	CONDITION_SATISFIED                           = 0x911C
	WAIT_FAILED                                   = 0x911D
	SYNC_FLUSH_COMMANDS_BIT                       = 0x00000001
	COLOR                                         = 0x1800
	DEPTH                                         = 0x1801
	STENCIL                                       = 0x1802
	MIN                                           = 0x8007
	MAX                                           = 0x8008
	DEPTH_COMPONENT24                             = 0x81A6
	STREAM_READ                                   = 0x88E1
	STREAM_COPY                                   = 0x88E2
	STATIC_READ                                   = 0x88E5
	STATIC_COPY                                   = 0x88E6
	DYNAMIC_READ                                  = 0x88E9
	DYNAMIC_COPY                                  = 0x88EA
	DEPTH_COMPONENT32F                            = 0x8CAC
	DEPTH32F_STENCIL8                             = 0x8CAD
	INVALID_INDEX                                 = 0xFFFFFFFF
	TIMEOUT_IGNORED                               = -1
	MAX_CLIENT_WAIT_TIMEOUT_WEBGL                 = 0x9247
	VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE             = 0x88FE // Describes the frequency divisor used for instanced rendering.
	UNMASKED_VENDOR_WEBGL                         = 0x9245 // Passed to getParameter to get the vendor string of the graphics driver.
	UNMASKED_RENDERER_WEBGL                       = 0x9246 // Passed to getParameter to get the renderer string of the graphics driver.
	MAX_TEXTURE_MAX_ANISOTROPY_EXT                = 0x84FF // Returns the maximum available anisotropy.
	TEXTURE_MAX_ANISOTROPY_EXT                    = 0x84FE // Passed to texParameter to set the desired maximum anisotropy for a texture.
	COMPRESSED_RGB_S3TC_DXT1_EXT                  = 0x83F0 // A DXT1-compressed image in an RGB image format.
	COMPRESSED_RGBA_S3TC_DXT1_EXT                 = 0x83F1 // A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
	COMPRESSED_RGBA_S3TC_DXT3_EXT                 = 0x83F2 // A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
	COMPRESSED_RGBA_S3TC_DXT5_EXT                 = 0x83F3 // A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.
	COMPRESSED_R11_EAC                            = 0x9270 // One-channel (red) unsigned format compression.
	COMPRESSED_SIGNED_R11_EAC                     = 0x9271 // One-channel (red) signed format compression.
	COMPRESSED_RG11_EAC                           = 0x9272 // Two-channel (red and green) unsigned format compression.
	COMPRESSED_SIGNED_RG11_EAC                    = 0x9273 // Two-channel (red and green) signed format compression.
	COMPRESSED_RGB8_ETC2                          = 0x9274 // Compresses RBG8 data with no alpha channel.
	COMPRESSED_RGBA8_ETC2_EAC                     = 0x9275 // Compresses RGBA8 data. The RGB part is encoded the same as RGB_ETC2, but the alpha part is encoded separately.
	COMPRESSED_SRGB8_ETC2                         = 0x9276 // Compresses sRBG8 data with no alpha channel.
	COMPRESSED_SRGB8_ALPHA8_ETC2_EAC              = 0x9277 // Compresses sRGBA8 data. The sRGB part is encoded the same as SRGB_ETC2, but the alpha part is encoded separately.
	COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2      = 0x9278 // Similar to RGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent.
	COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2     = 0x9279 // Similar to SRGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent.
	COMPRESSED_RGB_PVRTC_4BPPV1_IMG               = 0x8C00 // RGB compression in 4-bit mode. One block for each 4×4 pixels.
	COMPRESSED_RGBA_PVRTC_4BPPV1_IMG              = 0x8C02 // RGBA compression in 4-bit mode. One block for each 4×4 pixels.
	COMPRESSED_RGB_PVRTC_2BPPV1_IMG               = 0x8C01 // RGB compression in 2-bit mode. One block for each 8×4 pixels.
	COMPRESSED_RGBA_PVRTC_2BPPV1_IMG              = 0x8C03 // RGBA compression in 2-bit mode. One block for each 8×4 pixe
	COMPRESSED_RGB_ETC1_WEBGL                     = 0x8D64 // Compresses 24-bit RGB data with no alpha channel.
	UNSIGNED_INT_24_8_WEBGL                       = 0x84FA // Unsigned integer type for 24-bit depth texture data.
	HALF_FLOAT_OES                                = 0x8D61 // Half floating-point type (16-bit).
	RGBA32F_EXT                                   = 0x8814 // RGBA 32-bit floating-point color-renderable format.
	RGB32F_EXT                                    = 0x8815 // RGB 32-bit floating-point color-renderable format.
	FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT     = 0x8211
	UNSIGNED_NORMALIZED_EXT                       = 0x8C17
	MIN_EXT                                       = 0x8007 // Produces the minimum color components of the source and destination colors.
	MAX_EXT                                       = 0x8008 // Produces the maximum color components of the source and destination colors.
	SRGB_EXT                                      = 0x8C40 // Unsized sRGB format that leaves the precision up to the driver.
	SRGB_ALPHA_EXT                                = 0x8C42 // Unsized sRGB format with unsized alpha component.
	SRGB8_ALPHA8_EXT                              = 0x8C43 // Sized (8-bit) sRGB and alpha formats.
	FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT     = 0x8210 // Returns the framebuffer color encoding.
	FRAGMENT_SHADER_DERIVATIVE_HINT_OES           = 0x8B8B // Indicates the accuracy of the derivative calculation for the GLSL built-in functions: dFdx, dFdy, and fwidth.
	COLOR_ATTACHMENT0_WEBGL                       = 0x8CE0 // Framebuffer color attachment point
	COLOR_ATTACHMENT1_WEBGL                       = 0x8CE1 // Framebuffer color attachment point
	COLOR_ATTACHMENT2_WEBGL                       = 0x8CE2 // Framebuffer color attachment point
	COLOR_ATTACHMENT3_WEBGL                       = 0x8CE3 // Framebuffer color attachment point
	COLOR_ATTACHMENT4_WEBGL                       = 0x8CE4 // Framebuffer color attachment point
	COLOR_ATTACHMENT5_WEBGL                       = 0x8CE5 // Framebuffer color attachment point
	COLOR_ATTACHMENT6_WEBGL                       = 0x8CE6 // Framebuffer color attachment point
	COLOR_ATTACHMENT7_WEBGL                       = 0x8CE7 // Framebuffer color attachment point
	COLOR_ATTACHMENT8_WEBGL                       = 0x8CE8 // Framebuffer color attachment point
	COLOR_ATTACHMENT9_WEBGL                       = 0x8CE9 // Framebuffer color attachment point
	COLOR_ATTACHMENT10_WEBGL                      = 0x8CEA // Framebuffer color attachment point
	COLOR_ATTACHMENT11_WEBGL                      = 0x8CEB // Framebuffer color attachment point
	COLOR_ATTACHMENT12_WEBGL                      = 0x8CEC // Framebuffer color attachment point
	COLOR_ATTACHMENT13_WEBGL                      = 0x8CED // Framebuffer color attachment point
	COLOR_ATTACHMENT14_WEBGL                      = 0x8CEE // Framebuffer color attachment point
	COLOR_ATTACHMENT15_WEBGL                      = 0x8CEF // Framebuffer color attachment point
	DRAW_BUFFER0_WEBGL                            = 0x8825 // Draw buffer
	DRAW_BUFFER1_WEBGL                            = 0x8826 // Draw buffer
	DRAW_BUFFER2_WEBGL                            = 0x8827 // Draw buffer
	DRAW_BUFFER3_WEBGL                            = 0x8828 // Draw buffer
	DRAW_BUFFER4_WEBGL                            = 0x8829 // Draw buffer
	DRAW_BUFFER5_WEBGL                            = 0x882A // Draw buffer
	DRAW_BUFFER6_WEBGL                            = 0x882B // Draw buffer
	DRAW_BUFFER7_WEBGL                            = 0x882C // Draw buffer
	DRAW_BUFFER8_WEBGL                            = 0x882D // Draw buffer
	DRAW_BUFFER9_WEBGL                            = 0x882E // Draw buffer
	DRAW_BUFFER10_WEBGL                           = 0x882F // Draw buffer
	DRAW_BUFFER11_WEBGL                           = 0x8830 // Draw buffer
	DRAW_BUFFER12_WEBGL                           = 0x8831 // Draw buffer
	DRAW_BUFFER13_WEBGL                           = 0x8832 // Draw buffer
	DRAW_BUFFER14_WEBGL                           = 0x8833 // Draw buffer
	DRAW_BUFFER15_WEBGL                           = 0x8834 // Draw buffer
	MAX_COLOR_ATTACHMENTS_WEBGL                   = 0x8CDF // Maximum number of framebuffer color attachment points
	MAX_DRAW_BUFFERS_WEBGL                        = 0x8824 // Maximum number of draw buffers
	VERTEX_ARRAY_BINDING_OES                      = 0x85B5 // The bound vertex array object (VAO).
	QUERY_COUNTER_BITS_EXT                        = 0x8864 // The number of bits used to hold the query result for the given target.
	CURRENT_QUERY_EXT                             = 0x8865 // The currently active query.
	QUERY_RESULT_EXT                              = 0x8866 // The query result.
	QUERY_RESULT_AVAILABLE_EXT                    = 0x8867 // A Boolean indicating whether or not a query result is available.
	TIME_ELAPSED_EXT                              = 0x88BF // Elapsed time (in nanoseconds).
	TIMESTAMP_EXT                                 = 0x8E28 // The current time.
	GPU_DISJOINT_EXT                              = 0x8FBB // A Boolean indicating whether or not the GPU performed any disjoint operation.
)

Variables

This section is empty.

Functions

This section is empty.

Types

type Buffer

type Buffer struct {
	JsBuffer js.Value
}

type Gl

type Gl struct {
	JsGl js.Value
}

func FromCanvas

func FromCanvas(canvas js.Value) (*Gl, error)

func (*Gl) ActiveTexture

func (gl *Gl) ActiveTexture(texUnit int)

func (*Gl) AttachShader

func (gl *Gl) AttachShader(program *Program, shader *Shader)

func (*Gl) BindBuffer

func (gl *Gl) BindBuffer(buffType int, buff *Buffer)

func (*Gl) BindTexture

func (gl *Gl) BindTexture(target int, texture *Texture)

func (*Gl) BufferData

func (gl *Gl) BufferData(buffType int, data interface{}, drawHint int)

func (*Gl) Clear

func (gl *Gl) Clear(mask int)

func (*Gl) ClearColor

func (gl *Gl) ClearColor(r, g, b, a float32)

func (*Gl) CompileShader

func (gl *Gl) CompileShader(shader *Shader)

func (*Gl) CreateBuffer

func (gl *Gl) CreateBuffer() *Buffer

func (*Gl) CreateProgram

func (gl *Gl) CreateProgram() *Program

func (*Gl) CreateShader

func (gl *Gl) CreateShader(shaderType int) *Shader

func (*Gl) CreateTexture

func (gl *Gl) CreateTexture() *Texture

func (*Gl) DeleteBuffer

func (gl *Gl) DeleteBuffer(buff *Buffer)

func (*Gl) DeleteProgram

func (gl *Gl) DeleteProgram(program *Program)

func (*Gl) DeleteShader

func (gl *Gl) DeleteShader(shader *Shader)

func (*Gl) DeleteTexture

func (gl *Gl) DeleteTexture(texture *Texture)

func (*Gl) Disable

func (gl *Gl) Disable(mask int)

func (*Gl) DrawArrays

func (gl *Gl) DrawArrays(mode, first, count int)

func (*Gl) DrawElements

func (gl *Gl) DrawElements(mode, count, dataType, offset int)

func (*Gl) Enable

func (gl *Gl) Enable(mask int)

func (*Gl) EnableVertexAttribArray

func (gl *Gl) EnableVertexAttribArray(attribLoc int)

func (*Gl) GetAttribLocation

func (gl *Gl) GetAttribLocation(program *Program, attribute string) int

func (*Gl) GetProgramInfoLog

func (gl *Gl) GetProgramInfoLog(program *Program) string

func (*Gl) GetProgramParameter

func (gl *Gl) GetProgramParameter(program *Program, paramType int) int

func (*Gl) GetShaderInfoLog

func (gl *Gl) GetShaderInfoLog(shader *Shader) string

func (*Gl) GetShaderParameter

func (gl *Gl) GetShaderParameter(shader *Shader, paramType int) int

func (*Gl) GetUniformLocation

func (gl *Gl) GetUniformLocation(program *Program, uniformName string) *UniformLocation

func (*Gl) LinkProgram

func (gl *Gl) LinkProgram(program *Program)

func (*Gl) ReadPixels

func (gl *Gl) ReadPixels(x, y, width, height, format, dataType int, pixels []byte)

TODO possibly allow for {}interface of copying?

func (*Gl) Scissor

func (gl *Gl) Scissor(x, y, width, height int)

func (*Gl) ShaderSource

func (gl *Gl) ShaderSource(shader *Shader, source string)

func (*Gl) TexImage2D

func (gl *Gl) TexImage2D(target, level, internalFormat, format, texType int, pixels interface{})

func (*Gl) TexImage2DArray

func (gl *Gl) TexImage2DArray(target, level, internalFormat,
	width, height, border, format, texType int, pixels interface{})

func (*Gl) TexParameteri

func (gl *Gl) TexParameteri(target, pname, param int)

func (*Gl) Uniform1f

func (gl *Gl) Uniform1f(loc *UniformLocation, x float32)

1f

func (*Gl) Uniform1fv

func (gl *Gl) Uniform1fv(loc *UniformLocation, x []float32)

func (*Gl) Uniform1i

func (gl *Gl) Uniform1i(loc *UniformLocation, x int)

1i

func (*Gl) Uniform1iv

func (gl *Gl) Uniform1iv(loc *UniformLocation, x []int)

func (*Gl) Uniform2f

func (gl *Gl) Uniform2f(loc *UniformLocation, x, y float32)

2f

func (*Gl) Uniform2fv

func (gl *Gl) Uniform2fv(loc *UniformLocation, x []float32)

func (*Gl) Uniform2i

func (gl *Gl) Uniform2i(loc *UniformLocation, x, y int)

2i

func (*Gl) Uniform2iv

func (gl *Gl) Uniform2iv(loc *UniformLocation, x []int)

func (*Gl) Uniform3f

func (gl *Gl) Uniform3f(loc *UniformLocation, x, y, z float32)

3f

func (*Gl) Uniform3fv

func (gl *Gl) Uniform3fv(loc *UniformLocation, x []float32)

func (*Gl) Uniform3i

func (gl *Gl) Uniform3i(loc *UniformLocation, x, y, z int)

3i

func (*Gl) Uniform3iv

func (gl *Gl) Uniform3iv(loc *UniformLocation, x []int)

func (*Gl) Uniform4f

func (gl *Gl) Uniform4f(loc *UniformLocation, x, y, z, w float32)

4f

func (*Gl) Uniform4fv

func (gl *Gl) Uniform4fv(loc *UniformLocation, x []float32)

func (*Gl) Uniform4i

func (gl *Gl) Uniform4i(loc *UniformLocation, x, y, z, w int)

4i

func (*Gl) Uniform4iv

func (gl *Gl) Uniform4iv(loc *UniformLocation, x []int)

func (*Gl) UniformMatrix2fv

func (gl *Gl) UniformMatrix2fv(loc *UniformLocation, transpose bool, x []float32)

Mat2

func (*Gl) UniformMatrix3fv

func (gl *Gl) UniformMatrix3fv(loc *UniformLocation, transpose bool, x []float32)

Mat3

func (*Gl) UniformMatrix4fv

func (gl *Gl) UniformMatrix4fv(loc *UniformLocation, transpose bool, x []float32)

Mat4 TODO do this to all the other matrix types. Optimized for speed.

func (*Gl) UseProgram

func (gl *Gl) UseProgram(program *Program)

func (*Gl) VertexAttribPointer

func (gl *Gl) VertexAttribPointer(index, size, dataType int, normalized bool, stride, offset int)

func (*Gl) Viewport

func (gl *Gl) Viewport(x, y, width, height int)

type Program

type Program struct {
	JsProgram js.Value
}

type Shader

type Shader struct {
	JsShader js.Value
}

type Texture

type Texture struct {
	JsTexture js.Value
}

type UniformLocation

type UniformLocation struct {
	JsUniformLocation js.Value
}

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL