void glActiveTexture(GLenum texture);
    inline es1, es2
    alt_name glActiveTextureARB

void glAttachShader(GLuint program, GLuint shader);
    shader_only yes
    inline es2
    alt_name glAttachObjectARB

void glBindAttribLocation(GLuint program, GLuint index, const char* name);
    shader_only yes
    inline es2
    alt_name glBindAttribLocationARB

void glBindBuffer(GLenum target, GLuint buffer);
    inline es1, es2

void glBindFramebuffer(GLenum target, GLuint framebuffer);
    inline es2

void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
    inline es2

void glBindTexture(GLenum target, GLuint texture);
    inline all

void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
    inline es2

void glBlendEquation( GLenum mode );
    inline es2

void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
    inline es2

void glBlendFunc(GLenum sfactor, GLenum dfactor);
    inline all

void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
    inline es2

void glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage);
    inline es1, es2

void glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data);
    inline es1, es2

GLenum glCheckFramebufferStatus(GLenum target);
    inline es2

void glClear(GLbitfield mask);
    inline all

void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
    inline all

void glClearDepth(GLclampf depth);
    inline all_diff
    es_name glClearDepthf

void glClearStencil(GLint s);
    inline all

void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
    inline all

void glCompileShader(GLuint shader);
    shader_only yes
    inline es2
    alt_name glCompileShader

void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
    inline es1, es2

void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
    inline es1, es2

void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
    inline all

void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
    inline all

GLuint glCreateProgram(void);
    shader_only yes
    inline es2
    alt_name glCreateProgramObjectARB

GLuint glCreateShader(GLenum type);
    shader_only yes
    inline es2
    alt_name glCreateShaderObjectARB

void glCullFace(GLenum mode);
    inline all

void glDeleteBuffers(GLsizei n, const GLuint* buffers);
    inline es1, es2

void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
    inline es2

void glDeleteProgram(GLuint program);
    shader_only yes
    inline es2
    alt_name glDeleteObjectARB

void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
    inline es2

void glDeleteShader(GLuint shader);
    shader_only yes
    inline es2
    alt_name glDeleteObjectARB

void glDeleteTextures(GLsizei n, const GLuint* textures);
    inline all

void glDepthFunc(GLenum func);
    inline all

void glDepthMask(GLboolean flag);
    inline all

void glDepthRange(GLclampf zNear, GLclampf zFar);
    inline all_diff
    es_name glDepthRangef

void glDetachShader(GLuint program, GLuint shader);
    shader_only yes
    inline es2
    alt_name glDetachObjectARB

void glDisable(GLenum cap);
    inline all

void glDisableVertexAttribArray(GLuint index);
    shader_only yes
    inline es2
    alt_name glDisableVertexAttribArrayARB

void glDrawArrays(GLenum mode, GLint first, GLsizei count);
    inline all

void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
    inline all

void glEnable(GLenum cap);
    inline all

void glEnableVertexAttribArray(GLuint index);
    shader_only yes
    inline es2
    alt_name glEnableVertexAttribArrayARB

void glFinish(void);
    inline all

void glFlush(void);
    inline all

void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
    inline es2

void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
    inline es2

void glFrontFace(GLenum mode);
    inline all

void glGenBuffers(GLsizei n, GLuint* buffers);
    inline es1, es2

void glGenerateMipmap(GLenum target);
    inline es2

void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
    inline es2

void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
    inline es2

void glGenTextures(GLsizei n, GLuint* textures);
    inline all

void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
    shader_only yes
    inline es2
    alt_name glGetActiveAttribARB

void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
    shader_only yes
    inline es2
    alt_name glGetActiveUniformARB

void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
    shader_only yes
    inline es2
    alt_name glGetAttachedObjectsARB

int glGetAttribLocation(GLuint program, const char* name);
    shader_only yes
    inline es2
    alt_name glGetAttribLocationARB

void glGetBooleanv(GLenum pname, GLboolean* params);
    inline all

void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
    inline es2

GLenum glGetError(void);
    inline all

void glGetFloatv(GLenum pname, GLfloat* params);
    inline all

void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
    inline es2

void glGetIntegerv(GLenum pname, GLint* params);
    inline all

void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
    shader_only yes
    inline es2
    alt_name glGetObjectParameterivARB

void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
    shader_only yes
    inline es2
    alt_name glGetInfoLogARB

void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
    inline es2

void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
    shader_only yes
    inline es2
    alt_name glGetObjectParameterivARB

void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
    shader_only yes
    inline es2
    alt_name glGetInfoLogARB

void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
    shader_only yes
    inline es2
    special_handling yes

void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
    shader_only yes
    inline es2
    alt_name glGetShaderSourceARB

const GLubyte* glGetString(GLenum name);
    inline all

void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
    inline all

void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
    inline all

void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
    shader_only yes
    inline es2
    alt_name glGetUniformfvARB

void glGetUniformiv(GLuint program, GLint location, GLint* params);
    shader_only yes
    inline es2
    alt_name glGetUniformivARB

int glGetUniformLocation(GLuint program, const char* name);
    shader_only yes
    inline es2
    alt_name glGetUniformLocationARB

void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
    shader_only yes
    inline es2
    alt_name glGetVertexAttribfvARB

void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
    shader_only yes
    inline es2
    alt_name glGetVertexAttribivARB

void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer);
    shader_only yes
    inline es2
    alt_name glGetVertexAttribPointervARB

void glHint(GLenum target, GLenum mode);
    inline all

GLboolean glIsBuffer(GLuint buffer);
    inline es1, es2

GLboolean glIsEnabled(GLenum cap);
    inline all

GLboolean glIsFramebuffer(GLuint framebuffer);
    inline es2

GLboolean glIsProgram(GLuint program);
    shader_only yes
    inline es2
    alt_name glIsProgramARB
    special_handling yes

GLboolean glIsRenderbuffer(GLuint renderbuffer);
    inline es2

GLboolean glIsShader(GLuint shader);
    shader_only yes
    inline es2
    alt_name glIsShaderARB
    special_handling yes

GLboolean glIsTexture(GLuint texture);
    inline all

void glLineWidth(GLfloat width);
    inline all

void glLinkProgram(GLuint program);
    shader_only yes
    inline es2
    alt_name glLinkProgramARB

void glPixelStorei(GLenum pname, GLint param);
    inline all

void glPolygonOffset(GLfloat factor, GLfloat units);
    inline all

void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
    inline all

void glReleaseShaderCompiler(void);
    shader_only yes
    inline es2
    alt_name glReleaseShaderCompilerARB
    special_handling yes

void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
    inline es2

void glSampleCoverage(GLclampf value, GLboolean invert);
    inline es1, es2

void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
    inline all

void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
    shader_only yes
    inline es2
    alt_name glShaderBinaryARB

void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length);
    shader_only yes
    inline es2
    alt_name glShaderSourceARB

void glStencilFunc(GLenum func, GLint ref, GLuint mask);
    inline all

void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
    inline es2

void glStencilMask(GLuint mask);
    inline all

void glStencilMaskSeparate(GLenum face, GLuint mask);
    inline es2

void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
    inline all

void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
    inline es2

void glTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
    inline all

void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
    inline all

void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
    inline all

void glTexParameteri(GLenum target, GLenum pname, GLint param);
    inline all

void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
    inline all

void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
    inline all

void glUniform1f(GLint location, GLfloat x);
    shader_only yes
    inline es2
    alt_name glUniform1fARB

void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
    shader_only yes
    inline es2
    alt_name glUniform1fvARB

void glUniform1i(GLint location, GLint x);
    shader_only yes
    inline es2
    alt_name glUniform1iARB

void glUniform1iv(GLint location, GLsizei count, const GLint* v);
    shader_only yes
    inline es2
    alt_name glUniform1ivARB

void glUniform2f(GLint location, GLfloat x, GLfloat y);
    shader_only yes
    inline es2
    alt_name glUniform2fARB

void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
    shader_only yes
    inline es2
    alt_name glUniform2fvARB

void glUniform2i(GLint location, GLint x, GLint y);
    shader_only yes
    inline es2
    alt_name glUniform2iARB

void glUniform2iv(GLint location, GLsizei count, const GLint* v);
    shader_only yes
    inline es2
    alt_name glUniform2ivARB

void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
    shader_only yes
    inline es2
    alt_name glUniform3fARB

void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
    shader_only yes
    inline es2
    alt_name glUniform3fvARB

void glUniform3i(GLint location, GLint x, GLint y, GLint z);
    shader_only yes
    inline es2
    alt_name glUniform3iARB

void glUniform3iv(GLint location, GLsizei count, const GLint* v);
    shader_only yes
    inline es2
    alt_name glUniform3ivARB

void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    shader_only yes
    inline es2
    alt_name glUniform4fARB

void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
    shader_only yes
    inline es2
    alt_name glUniform4fvARB

void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
    shader_only yes
    inline es2
    alt_name glUniform4iARB

void glUniform4iv(GLint location, GLsizei count, const GLint* v);
    shader_only yes
    inline es2
    alt_name glUniform4ivARB

void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
    shader_only yes
    inline es2
    alt_name glUniformMatrix2fvARB

void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
    shader_only yes
    inline es2
    alt_name glUniformMatrix3fvARB

void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
    shader_only yes
    inline es2
    alt_name glUniformMatrix4fvARB

void glUseProgram(GLuint program);
    shader_only yes
    inline es2
    alt_name glUseProgramObjectARB

void glValidateProgram(GLuint program);
    shader_only yes
    inline es2
    alt_name glValidateProgramARB

void glVertexAttrib1f(GLuint indx, GLfloat x);
    shader_only yes
    inline es2
    alt_name glVertexAttrib1fARB

void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
    shader_only yes
    inline es2
    alt_name glVertexAttrib1fvARB

void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
    shader_only yes
    inline es2
    alt_name glVertexAttrib2fARB

void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
    shader_only yes
    inline es2
    alt_name glVertexAttrib2fvARB

void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
    shader_only yes
    inline es2
    alt_name glVertexAttrib3fARB

void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
    shader_only yes
    inline es2
    alt_name glVertexAttrib3fvARB

void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    shader_only yes
    inline es2
    alt_name glVertexAttrib4fARB

void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
    shader_only yes
    inline es2
    alt_name glVertexAttrib4fvARB

void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
    shader_only yes
    inline es2
    alt_name glVertexAttribPointerARB

void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
    inline all

#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALPHA 0x1906
#define GL_ALPHA_BITS 0x0D55
#define GL_ALWAYS 0x0207
#define GL_ARRAY_BUFFER 0x8892
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_BACK 0x0405
#define GL_BLEND 0x0BE2
#define GL_BLEND_COLOR 0x8005
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLUE_BITS 0x0D54
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_BYTE 0x1400
#define GL_CCW 0x0901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_COMPILE_STATUS 0x8B81
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_CONSTANT_ALPHA 0x8003
#define GL_CONSTANT_COLOR 0x8001
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_CW 0x0900
#define GL_DECR 0x1E03
#define GL_DECR_WRAP 0x8508
#define GL_DELETE_STATUS 0x8B80
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_DEPTH_BITS 0x0D56
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_COMPONENT 0x1902
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_DEPTH_FUNC 0x0B74
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DITHER 0x0BD0
#define GL_DONT_CARE 0x1100
#define GL_DST_ALPHA 0x0304
#define GL_DST_COLOR 0x0306
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_EQUAL 0x0202
#define GL_EXTENSIONS 0x1F03
#define GL_FALSE 0
#define GL_FASTEST 0x1101
#define GL_FIXED 0x140C
#define GL_FLOAT 0x1406
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_FRAMEBUFFER 0x8D40
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRONT 0x0404
#define GL_FRONT_AND_BACK 0x0408
#define GL_FRONT_FACE 0x0B46
#define GL_FUNC_ADD 0x8006
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#define GL_FUNC_SUBTRACT 0x800A
#define GL_GENERATE_MIPMAP_HINT 0x8192
#define GL_GEQUAL 0x0206
#define GL_GREATER 0x0204
#define GL_GREEN_BITS 0x0D53
#define GL_HIGH_FLOAT 0x8DF2
#define GL_HIGH_INT 0x8DF5
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_INCR 0x1E02
#define GL_INCR_WRAP 0x8507
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_INT 0x1404
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#define GL_INVALID_OPERATION 0x0502
#define GL_INVALID_VALUE 0x0501
#define GL_INVERT 0x150A
#define GL_KEEP 0x1E00
#define GL_LEQUAL 0x0203
#define GL_LESS 0x0201
#define GL_LINEAR 0x2601
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINE_LOOP 0x0002
#define GL_LINES 0x0001
#define GL_LINE_STRIP 0x0003
#define GL_LINE_WIDTH 0x0B21
#define GL_LINK_STATUS 0x8B82
#define GL_LOW_FLOAT 0x8DF0
#define GL_LOW_INT 0x8DF3
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_MEDIUM_INT 0x8DF4
#define GL_MIRRORED_REPEAT 0x8370
#define GL_NEAREST 0x2600
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_NEVER 0x0200
#define GL_NICEST 0x1102
#define GL_NO_ERROR 0
#define GL_NONE 0
#define GL_NOTEQUAL 0x0205
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#define GL_ONE 1
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_OUT_OF_MEMORY 0x0505
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_POINTS 0x0000
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_RED_BITS 0x0D52
#define GL_RENDERBUFFER 0x8D41
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERER 0x1F01
#define GL_REPEAT 0x2901
#define GL_REPLACE 0x1E01
#define GL_RGB 0x1907
#define GL_RGB565 0x8D62
#define GL_RGB5_A1 0x8057
#define GL_RGBA 0x1908
#define GL_RGBA4 0x8056
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLE_COVERAGE 0x80A0
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLES 0x80A9
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_SHADER_COMPILER 0x8DFA
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_TYPE 0x8B4F
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_SHORT 0x1402
#define GL_SRC_ALPHA 0x0302
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_SRC_COLOR 0x0300
#define GL_STATIC_DRAW 0x88E4
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_STENCIL_BITS 0x0D57
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STREAM_DRAW 0x88E0
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE 0x1702
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE_2D 0x0DE1
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE31 0x84DF
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TRIANGLE_FAN 0x0006
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRUE 1
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_INT 0x1405
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_VALIDATE_STATUS 0x8B83
#define GL_VENDOR 0x1F00
#define GL_VERSION 0x1F02
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_SHADER 0x8B31
#define GL_VIEWPORT 0x0BA2
#define GL_ZERO 0
