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glconsts.go
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package noodle
//GLEnum represents all available WebGL constants, prefixed with Gl and turned into UpperCamelCase. For example, DEPTH_BUFFER_BIT is now GlDepthBufferBit
type GLEnum = int
const (
//GlDepthBufferBit passed to <code>clear</code> to clear the current depth buffer.
GlDepthBufferBit GLEnum = 0x00000100
//GlStencilBufferBit passed to <code>clear</code> to clear the current stencil buffer.
GlStencilBufferBit = 0x00000400
//GlColorBufferBit passed to <code>clear</code> to clear the current color buffer.
GlColorBufferBit = 0x00004000
//GlPoints passed to <code>drawelements</code> or <code>drawarrays</code> to draw single points.
GlPoints = 0x0000
//GlLines passed to <code>drawelements</code> or <code>drawarrays</code> to draw lines. each vertex connects to the one after it.
GlLines = 0x0001
//GlLineLoop passed to <code>drawelements</code> or <code>drawarrays</code> to draw lines. each set of two vertices is treated as a separate line segment.
GlLineLoop = 0x0002
//GlLineStrip passed to <code>drawelements</code> or <code>drawarrays</code> to draw a connected group of line segments from the first vertex to the last.
GlLineStrip = 0x0003
//GlTriangles passed to <code>drawelements</code> or <code>drawarrays</code> to draw triangles. each set of three vertices creates a separate triangle.
GlTriangles = 0x0004
//GlTriangleStrip passed to <code>drawelements</code> or <code>drawarrays</code> to draw a connected group of triangles.
GlTriangleStrip = 0x0005
//GlTriangleFan passed to <code>drawelements</code> or <code>drawarrays</code> to draw a connected group of triangles. each vertex connects to the previous and the first vertex in the fan.
GlTriangleFan = 0x0006
//GlZero passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to turn off a component.
GlZero = 0
//GlOne passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to turn on a component.
GlOne = 1
//GlSrcColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by the source elements color.
GlSrcColor = 0x0300
//GlOneMinusSrcColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by one minus the source elements color.
GlOneMinusSrcColor = 0x0301
//GlSrcAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by the source's alpha.
GlSrcAlpha = 0x0302
//GlOneMinusSrcAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by one minus the source's alpha.
GlOneMinusSrcAlpha = 0x0303
//GlDstAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by the destination's alpha.
GlDstAlpha = 0x0304
//GlOneMinusDstAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by one minus the destination's alpha.
GlOneMinusDstAlpha = 0x0305
//GlDstColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by the destination's color.
GlDstColor = 0x0306
//GlOneMinusDstColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by one minus the destination's color.
GlOneMinusDstColor = 0x0307
//GlSrcAlphaSaturate passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to multiply a component by the minimum of source's alpha or one minus the destination's alpha.
GlSrcAlphaSaturate = 0x0308
//GlConstantColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to specify a constant color blend function.
GlConstantColor = 0x8001
//GlOneMinusConstantColor passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to specify one minus a constant color blend function.
GlOneMinusConstantColor = 0x8002
//GlConstantAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to specify a constant alpha blend function.
GlConstantAlpha = 0x8003
//GlOneMinusConstantAlpha passed to <code>blendfunc</code> or <code>blendfuncseparate</code> to specify one minus a constant alpha blend function.
GlOneMinusConstantAlpha = 0x8004
//GlFuncAdd passed to <code>blendequation</code> or <code>blendequationseparate</code> to set an addition blend function.
GlFuncAdd = 0x8006
//GlFuncSubtract passed to <code>blendequation</code> or <code>blendequationseparate</code> to specify a subtraction blend function (source - destination).
GlFuncSubtract = 0x800a
//GlFuncReverseSubtract passed to <code>blendequation</code> or <code>blendequationseparate</code> to specify a reverse subtraction blend function (destination - source).
GlFuncReverseSubtract = 0x800b
//GlBlendEquation passed to <code>getparameter</code> to get the current rgb blend function.
GlBlendEquation = 0x8009
//GlBlendEquationRgb passed to <code>getparameter</code> to get the current rgb blend function. same as blendEquation
GlBlendEquationRgb = 0x8009
//GlBlendEquationAlpha passed to <code>getparameter</code> to get the current alpha blend function. same as blendEquation
GlBlendEquationAlpha = 0x883d
//GlBlendDstRgb passed to <code>getparameter</code> to get the current destination rgb blend function.
GlBlendDstRgb = 0x80c8
//GlBlendSrcRgb passed to <code>getparameter</code> to get the current destination rgb blend function.
GlBlendSrcRgb = 0x80c9
//GlBlendDstAlpha passed to <code>getparameter</code> to get the current destination alpha blend function.
GlBlendDstAlpha = 0x80ca
//GlBlendSrcAlpha passed to <code>getparameter</code> to get the current source alpha blend function.
GlBlendSrcAlpha = 0x80cb
//GlBlendColor passed to <code>getparameter</code> to return a the current blend color.
GlBlendColor = 0x8005
//GlArrayBufferBinding passed to <code>getparameter</code> to get the array buffer binding.
GlArrayBufferBinding = 0x8894
//GlElementArrayBufferBinding passed to <code>getparameter</code> to get the current element array buffer.
GlElementArrayBufferBinding = 0x8895
//GlLineWidth passed to <code>getparameter</code> to get the current <code>linewidth</code> (set by the <code>linewidth</code> method).
GlLineWidth = 0x0b21
//GlAliasedPointSizeRange passed to <code>getparameter</code> to get the current size of a point drawn with <code>gl.points</code>
GlAliasedPointSizeRange = 0x846d
//GlAliasedLineWidthRange passed to <code>getparameter</code> 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.
GlAliasedLineWidthRange = 0x846e
//GlCullFaceMode passed to <code>getparameter</code> to get the current value of <code>cullface</code>. should return <code>front</code>, <code>back</code>, or <code>frontAndBack</code>
GlCullFaceMode = 0x0b45
//GlFrontFace passed to <code>getparameter</code> to determine the current value of <code>frontface</code>. should return <code>cw</code> or <code>ccw</code>.
GlFrontFace = 0x0b46
//GlDepthRange passed to <code>getparameter</code> to return a length-2 array of floats giving the current depth range.
GlDepthRange = 0x0b70
//GlDepthWritemask passed to <code>getparameter</code> to determine if the depth write mask is enabled.
GlDepthWritemask = 0x0b72
//GlDepthClearValue passed to <code>getparameter</code> to determine the current depth clear value.
GlDepthClearValue = 0x0b73
//GlDepthFunc passed to <code>getparameter</code> to get the current depth function. returns <code>never</code>, <code>always</code>, <code>less</code>, <code>equal</code>, <code>lequal</code>, <code>greater</code>, <code>gequal</code>, or <code>notequal</code>.
GlDepthFunc = 0x0b74
//GlStencilClearValue passed to <code>getparameter</code> to get the value the stencil will be cleared to.
GlStencilClearValue = 0x0b91
//GlStencilFunc passed to <code>getparameter</code> to get the current stencil function. returns <code>never</code>, <code>always</code>, <code>less</code>, <code>equal</code>, <code>lequal</code>, <code>greater</code>, <code>gequal</code>, or <code>notequal</code>.
GlStencilFunc = 0x0b92
//GlStencilFail passed to <code>getparameter</code> to get the current stencil fail function. should return <code>keep</code>, <code>replace</code>, <code>incr</code>, <code>decr</code>, <code>invert</code>, <code>incrWrap</code>, or <code>decrWrap</code>.
GlStencilFail = 0x0b94
//GlStencilPassDepthFail passed to <code>getparameter</code> to get the current stencil fail function should the depth buffer test fail. should return <code>keep</code>, <code>replace</code>, <code>incr</code>, <code>decr</code>, <code>invert</code>, <code>incrWrap</code>, or <code>decrWrap</code>.
GlStencilPassDepthFail = 0x0b95
//GlStencilPassDepthPass passed to <code>getparameter</code> to get the current stencil fail function should the depth buffer test pass. should return keep, replace, incr, decr, invert, incrWrap, or decrWrap.
GlStencilPassDepthPass = 0x0b96
//GlStencilRef passed to <code>getparameter</code> to get the reference value used for stencil tests.
GlStencilRef = 0x0b97
//GlStencilValueMask
GlStencilValueMask = 0x0b93
//GlStencilWritemask
GlStencilWritemask = 0x0b98
//GlStencilBackFunc
GlStencilBackFunc = 0x8800
//GlStencilBackFail
GlStencilBackFail = 0x8801
//GlStencilBackPassDepthFail
GlStencilBackPassDepthFail = 0x8802
//GlStencilBackPassDepthPass
GlStencilBackPassDepthPass = 0x8803
//GlStencilBackRef
GlStencilBackRef = 0x8ca3
//GlStencilBackValueMask
GlStencilBackValueMask = 0x8ca4
//GlStencilBackWritemask
GlStencilBackWritemask = 0x8ca5
//GlViewport returns an <a href="/en-us/docs/web/javascript/reference/globalObjects/int32array" title="the int32array typed array represents an array of twos-complement 32-bit signed integers in the platform byte order. if control over byte order is needed, use dataview instead. the contents are initialized to 0. once established, you can reference elements in the array using the object's methods, or using standard array index syntax (that is, using bracket notation)."><code>int32array</code></a> with four elements for the current viewport dimensions.
GlViewport = 0x0ba2
//GlScissorBox returns an <a href="/en-us/docs/web/javascript/reference/globalObjects/int32array" title="the int32array typed array represents an array of twos-complement 32-bit signed integers in the platform byte order. if control over byte order is needed, use dataview instead. the contents are initialized to 0. once established, you can reference elements in the array using the object's methods, or using standard array index syntax (that is, using bracket notation)."><code>int32array</code></a> with four elements for the current scissor box dimensions.
GlScissorBox = 0x0c10
//GlColorClearValue
GlColorClearValue = 0x0c22
//GlColorWritemask
GlColorWritemask = 0x0c23
//GlUnpackAlignment
GlUnpackAlignment = 0x0cf5
//GlPackAlignment
GlPackAlignment = 0x0d05
//GlMaxTextureSize
GlMaxTextureSize = 0x0d33
//GlMaxViewportDims
GlMaxViewportDims = 0x0d3a
//GlSubpixelBits
GlSubpixelBits = 0x0d50
//GlRedBits
GlRedBits = 0x0d52
//GlGreenBits
GlGreenBits = 0x0d53
//GlBlueBits
GlBlueBits = 0x0d54
//GlAlphaBits
GlAlphaBits = 0x0d55
//GlDepthBits
GlDepthBits = 0x0d56
//GlStencilBits
GlStencilBits = 0x0d57
//GlPolygonOffsetUnits
GlPolygonOffsetUnits = 0x2a00
//GlPolygonOffsetFactor
GlPolygonOffsetFactor = 0x8038
//GlTextureBinding2d
GlTextureBinding2d = 0x8069
//GlSampleBuffers
GlSampleBuffers = 0x80a8
//GlSamples
GlSamples = 0x80a9
//GlSampleCoverageValue
GlSampleCoverageValue = 0x80aa
//GlSampleCoverageInvert
GlSampleCoverageInvert = 0x80ab
//GlCompressedTextureFormats
GlCompressedTextureFormats = 0x86a3
//GlVendor
GlVendor = 0x1f00
//GlRenderer
GlRenderer = 0x1f01
//GlVersion
GlVersion = 0x1f02
//GlImplementationColorReadType
GlImplementationColorReadType = 0x8b9a
//GlImplementationColorReadFormat
GlImplementationColorReadFormat = 0x8b9b
//GlBrowserDefaultWebgl
GlBrowserDefaultWebgl = 0x9244
//GlStaticDraw passed to <code>bufferdata</code> as a hint about whether the contents of the buffer are likely to be used often and not change often.
GlStaticDraw = 0x88e4
//GlStreamDraw passed to <code>bufferdata</code> as a hint about whether the contents of the buffer are likely to not be used often.
GlStreamDraw = 0x88e0
//GlDynamicDraw passed to <code>bufferdata</code> as a hint about whether the contents of the buffer are likely to be used often and change often.
GlDynamicDraw = 0x88e8
//GlArrayBuffer passed to <code>bindbuffer</code> or <code>bufferdata</code> to specify the type of buffer being used.
GlArrayBuffer = 0x8892
//GlElementArrayBuffer passed to <code>bindbuffer</code> or <code>bufferdata</code> to specify the type of buffer being used.
GlElementArrayBuffer = 0x8893
//GlBufferSize passed to <code>getbufferparameter</code> to get a buffer's size.
GlBufferSize = 0x8764
//GlBufferUsage passed to <code>getbufferparameter</code> to get the hint for the buffer passed in when it was created.
GlBufferUsage = 0x8765
//GlCurrentVertexAttrib passed to <code>getvertexattrib</code> to read back the current vertex attribute.
GlCurrentVertexAttrib = 0x8626
//GlVertexAttribArrayEnabled
GlVertexAttribArrayEnabled = 0x8622
//GlVertexAttribArraySize
GlVertexAttribArraySize = 0x8623
//GlVertexAttribArrayStride
GlVertexAttribArrayStride = 0x8624
//GlVertexAttribArrayType
GlVertexAttribArrayType = 0x8625
//GlVertexAttribArrayNormalized
GlVertexAttribArrayNormalized = 0x886a
//GlVertexAttribArrayPointer
GlVertexAttribArrayPointer = 0x8645
//GlVertexAttribArrayBufferBinding
GlVertexAttribArrayBufferBinding = 0x889f
//GlCullFace passed to <code>enable</code>/<code>disable</code> to turn on/off culling. can also be used with <code>getparameter</code> to find the current culling method.
GlCullFace = 0x0b44
//GlFront passed to <code>cullface</code> to specify that only front faces should be culled.
GlFront = 0x0404
//GlBack passed to <code>cullface</code> to specify that only back faces should be culled.
GlBack = 0x0405
//GlFrontAndBack passed to <code>cullface</code> to specify that front and back faces should be culled.
GlFrontAndBack = 0x0408
//GlBlend passed to <code>enable</code>/<code>disable</code> to turn on/off blending. can also be used with <code>getparameter</code> to find the current blending method.
GlBlend = 0x0be2
//GlDepthTest passed to <code>enable</code>/<code>disable</code> to turn on/off the depth test. can also be used with <code>getparameter</code> to query the depth test.
GlDepthTest = 0x0b71
//GlDither passed to <code>enable</code>/<code>disable</code> to turn on/off dithering. can also be used with <code>getparameter</code> to find the current dithering method.
GlDither = 0x0bd0
//GlPolygonOffsetFill passed to <code>enable</code>/<code>disable</code> 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 <code>getparameter</code> to query the scissor test.
GlPolygonOffsetFill = 0x8037
//GlSampleAlphaToCoverage passed to <code>enable</code>/<code>disable</code> to turn on/off the alpha to coverage. used in multi-sampling alpha channels.
GlSampleAlphaToCoverage = 0x809e
//GlSampleCoverage passed to <code>enable</code>/<code>disable</code> to turn on/off the sample coverage. used in multi-sampling.
GlSampleCoverage = 0x80a0
//GlScissorTest passed to <code>enable</code>/<code>disable</code> to turn on/off the scissor test. can also be used with <code>getparameter</code> to query the scissor test.
GlScissorTest = 0x0c11
//GlStencilTest passed to <code>enable</code>/<code>disable</code> to turn on/off the stencil test. can also be used with <code>getparameter</code> to query the stencil test.
GlStencilTest = 0x0b90
//GlNoError returned from <code>geterror</code>.
GlNoError = 0
//GlInvalidEnum returned from <code>geterror</code>.
GlInvalidEnum = 0x0500
//GlInvalidValue returned from <code>geterror</code>.
GlInvalidValue = 0x0501
//GlInvalidOperation returned from <code>geterror</code>.
GlInvalidOperation = 0x0502
//GlOutOfMemory returned from <code>geterror</code>.
GlOutOfMemory = 0x0505
//GlContextLostWebgl returned from <code>geterror</code>.
GlContextLostWebgl = 0x9242
//GlCw passed to <code>frontface</code> to specify the front face of a polygon is drawn in the clockwise direction
GlCw = 0x0900
//GlCcw passed to <code>frontface</code> to specify the front face of a polygon is drawn in the counter clockwise direction
GlCcw = 0x0901
//GlDontCare there is no preference for this behavior.
GlDontCare = 0x1100
//GlFastest the most efficient behavior should be used.
GlFastest = 0x1101
//GlNicest the most correct or the highest quality option should be used.
GlNicest = 0x1102
//GlGenerateMipmapHint hint for the quality of filtering when generating mipmap images with <a href="/en-us/docs/web/api/webglrenderingcontext/generatemipmap" title="the webglrenderingcontext.generatemipmap() method of the webgl api generates a set of mipmaps for a webgltexture object."><code>webglrenderingcontext.generatemipmap()</code></a>.
GlGenerateMipmapHint = 0x8192
//GlByte
GlByte = 0x1400
//GlShort
GlShort = 0x1402
//GlUnsignedShort
GlUnsignedShort = 0x1403
//GlInt
GlInt = 0x1404
//GlUnsignedInt
GlUnsignedInt = 0x1405
//GlFloat
GlFloat = 0x1406
//GlDepthComponent
GlDepthComponent = 0x1902
//GlAlpha
GlAlpha = 0x1906
//GlRGB
GlRGB = 0x1907
//GlRGBA
GlRGBA = 0x1908
//GlLuminance
GlLuminance = 0x1909
//GlLuminanceAlpha
GlLuminanceAlpha = 0x190a
//GlUnsignedByte
GlUnsignedByte = 0x1401
//GlUnsignedShort4444
GlUnsignedShort4444 = 0x8033
//GlUnsignedShort5551
GlUnsignedShort5551 = 0x8034
//GlUnsignedShort565
GlUnsignedShort565 = 0x8363
//GlFragmentShader passed to <code>createshader</code> to define a fragment shader.
GlFragmentShader = 0x8b30
//GlVertexShader passed to <code>createshader</code> to define a vertex shader
GlVertexShader = 0x8b31
//GlCompileStatus passed to <code>getshaderparamter</code> to get the status of the compilation. returns false if the shader was not compiled. you can then query <code>getshaderinfolog</code> to find the exact error
GlCompileStatus = 0x8b81
//GlDeleteStatus passed to <code>getshaderparamter</code> to determine if a shader was deleted via <code>deleteshader</code>. returns true if it was, false otherwise.
GlDeleteStatus = 0x8b80
//GlLinkStatus passed to <code>getprogramparameter</code> after calling <code>linkprogram</code> to determine if a program was linked correctly. returns false if there were errors. use <code>getprograminfolog</code> to find the exact error.
GlLinkStatus = 0x8b82
//GlValidateStatus passed to <code>getprogramparameter</code> after calling <code>validateprogram</code> to determine if it is valid. returns false if errors were found.
GlValidateStatus = 0x8b83
//GlAttachedShaders passed to <code>getprogramparameter</code> after calling <code>attachshader</code> to determine if the shader was attached correctly. returns false if errors occurred.
GlAttachedShaders = 0x8b85
//GlActiveAttributes passed to <code>getprogramparameter</code> to get the number of attributes active in a program.
GlActiveAttributes = 0x8b89
//GlActiveUniforms passed to <code>getprogramparamter</code> to get the number of uniforms active in a program.
GlActiveUniforms = 0x8b86
//GlMaxVertexAttribs the maximum number of entries possible in the vertex attribute list.
GlMaxVertexAttribs = 0x8869
//GlMaxVertexUniformVectors
GlMaxVertexUniformVectors = 0x8dfb
//GlMaxVaryingVectors
GlMaxVaryingVectors = 0x8dfc
//GlMaxCombinedTextureImageUnits
GlMaxCombinedTextureImageUnits = 0x8b4d
//GlMaxVertexTextureImageUnits
GlMaxVertexTextureImageUnits = 0x8b4c
//GlMaxTextureImageUnits implementation dependent number of maximum texture units. at least 8.
GlMaxTextureImageUnits = 0x8872
//GlMaxFragmentUniformVectors
GlMaxFragmentUniformVectors = 0x8dfd
//GlShaderType
GlShaderType = 0x8b4f
//GlShadingLanguageVersion
GlShadingLanguageVersion = 0x8b8c
//GlCurrentProgram
GlCurrentProgram = 0x8b8d
//GlNever passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will never pass. i.e. nothing will be drawn.
GlNever = 0x0200
//GlLess passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is less than the stored value.
GlLess = 0x0201
//GlEqual passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is equals to the stored value.
GlEqual = 0x0202
//GlLEqual passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value.
GlLEqual = 0x0203
//GlGreater passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is greater than the stored value.
GlGreater = 0x0204
//GlNotEqual passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is not equal to the stored value.
GlNotEqual = 0x0205
//GlGEqual passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value.
GlGEqual = 0x0206
//GlAlways passed to <code>depthfunction</code> or <code>stencilfunction</code> to specify depth or stencil tests will always pass. i.e. pixels will be drawn in the order they are drawn.
GlAlways = 0x0207
//GlKeep
GlKeep = 0x1e00
//GlReplace
GlReplace = 0x1e01
//GlIncr
GlIncr = 0x1e02
//GlDecr
GlDecr = 0x1e03
//GlInvert
GlInvert = 0x150a
//GlIncrWrap
GlIncrWrap = 0x8507
//GlDecrWrap
GlDecrWrap = 0x8508
//GlNearest
GlNearest = 0x2600
//GlLinear
GlLinear = 0x2601
//GlNearestMipmapNearest
GlNearestMipmapNearest = 0x2700
//GlLinearMipmapNearest
GlLinearMipmapNearest = 0x2701
//GlNearestMipmapLinear
GlNearestMipmapLinear = 0x2702
//GlLinearMipmapLinear
GlLinearMipmapLinear = 0x2703
//GlTextureMagFilter
GlTextureMagFilter = 0x2800
//GlTextureMinFilter
GlTextureMinFilter = 0x2801
//GlTextureWrapS
GlTextureWrapS = 0x2802
//GlTextureWrapT
GlTextureWrapT = 0x2803
//GlTexture2D
GlTexture2D = 0x0de1
//GlTexture
GlTexture = 0x1702
//GlTextureCubeMap
GlTextureCubeMap = 0x8513
//GlTextureBindingCubeMap
GlTextureBindingCubeMap = 0x8514
//GlTextureCubeMapPositiveX
GlTextureCubeMapPositiveX = 0x8515
//GlTextureCubeMapNegativeX
GlTextureCubeMapNegativeX = 0x8516
//GlTextureCubeMapPositiveY
GlTextureCubeMapPositiveY = 0x8517
//GlTextureCubeMapNegativeY
GlTextureCubeMapNegativeY = 0x8518
//GlTextureCubeMapPositiveZ
GlTextureCubeMapPositiveZ = 0x8519
//GlTextureCubeMapNegativeZ
GlTextureCubeMapNegativeZ = 0x851a
//GlMaxCubeMapTextureSize
GlMaxCubeMapTextureSize = 0x851c
//GlActiveTexture the current active texture unit.
GlActiveTexture = 0x84e0
//GlRepeat
GlRepeat = 0x2901
//GlClampToEdge
GlClampToEdge = 0x812f
//GlMirroredRepeat
GlMirroredRepeat = 0x8370
//GlFloatVec2
GlFloatVec2 = 0x8b50
//GlFloatVec3
GlFloatVec3 = 0x8b51
//GlFloatVec4
GlFloatVec4 = 0x8b52
//GlIntVec2
GlIntVec2 = 0x8b53
//GlIntVec3
GlIntVec3 = 0x8b54
//GlIntVec4
GlIntVec4 = 0x8b55
//GlBool
GlBool = 0x8b56
//GlBoolVec2
GlBoolVec2 = 0x8b57
//GlBoolVec3
GlBoolVec3 = 0x8b58
//GlBoolVec4
GlBoolVec4 = 0x8b59
//GlFloatMat2
GlFloatMat2 = 0x8b5a
//GlFloatMat3
GlFloatMat3 = 0x8b5b
//GlFloatMat4
GlFloatMat4 = 0x8b5c
//GlSampler2d
GlSampler2d = 0x8b5e
//GlSamplerCube
GlSamplerCube = 0x8b60
//GlLowFloat
GlLowFloat = 0x8df0
//GlMediumFloat
GlMediumFloat = 0x8df1
//GlHighFloat
GlHighFloat = 0x8df2
//GlLowInt
GlLowInt = 0x8df3
//GlMediumInt
GlMediumInt = 0x8df4
//GlHighInt
GlHighInt = 0x8df5
//GlFramebuffer
GlFramebuffer = 0x8d40
//GlRenderbuffer
GlRenderbuffer = 0x8d41
//GlRGBA4
GlRGBA4 = 0x8056
//GlRGB5A1
GlRGB5A1 = 0x8057
//GlRGB565
GlRGB565 = 0x8d62
//GlDepthComponent16
GlDepthComponent16 = 0x81a5
//GlStencilIndex8
GlStencilIndex8 = 0x8d48
//GlDepthStencil
GlDepthStencil = 0x84f9
//GlRenderbufferWidth
GlRenderbufferWidth = 0x8d42
//GlRenderbufferHeight
GlRenderbufferHeight = 0x8d43
//GlRenderbufferInternalFormat
GlRenderbufferInternalFormat = 0x8d44
//GlRenderbufferRedSize
GlRenderbufferRedSize = 0x8d50
//GlRenderbufferGreenSize
GlRenderbufferGreenSize = 0x8d51
//GlRenderbufferBlueSize
GlRenderbufferBlueSize = 0x8d52
//GlRenderbufferAlphaSize
GlRenderbufferAlphaSize = 0x8d53
//GlRenderbufferDepthSize
GlRenderbufferDepthSize = 0x8d54
//GlRenderbufferStencilSize
GlRenderbufferStencilSize = 0x8d55
//GlFramebufferAttachmentObjectType
GlFramebufferAttachmentObjectType = 0x8cd0
//GlFramebufferAttachmentObjectName
GlFramebufferAttachmentObjectName = 0x8cd1
//GlFramebufferAttachmentTextureLevel
GlFramebufferAttachmentTextureLevel = 0x8cd2
//GlFramebufferAttachmentTextureCubeMapFace
GlFramebufferAttachmentTextureCubeMapFace = 0x8cd3
//GlColorAttachment0
GlColorAttachment0 = 0x8ce0
//GlDepthAttachment
GlDepthAttachment = 0x8d00
//GlStencilAttachment
GlStencilAttachment = 0x8d20
//GlNone
GlNone = 0
//GlFramebufferComplete
GlFramebufferComplete = 0x8cd5
//GlFramebufferIncompleteAttachment
GlFramebufferIncompleteAttachment = 0x8cd6
//GlFramebufferIncompleteMissingAttachment
GlFramebufferIncompleteMissingAttachment = 0x8cd7
//GlFramebufferIncompleteDimensions
GlFramebufferIncompleteDimensions = 0x8cd9
//GlFramebufferUnsupported
GlFramebufferUnsupported = 0x8cdd
//GlFramebufferBinding
GlFramebufferBinding = 0x8ca6
//GlRenderbufferBinding
GlRenderbufferBinding = 0x8ca7
//GlMaxRenderbufferSize
GlMaxRenderbufferSize = 0x84e8
//GlInvalidFramebufferOperation
GlInvalidFramebufferOperation = 0x0506
//GlUnpackFlipYWebgl
GlUnpackFlipYWebgl = 0x9240
//GlUnpackPremultiplyAlphaWebgl
GlUnpackPremultiplyAlphaWebgl = 0x9241
//GlUnpackColorspaceConversionWebgl
GlUnpackColorspaceConversionWebgl = 0x9243
//GlReadBuffer
GlReadBuffer = 0x0c02
//GlUnpackRowLength
GlUnpackRowLength = 0x0cf2
//GlUnpackSkipRows
GlUnpackSkipRows = 0x0cf3
//GlUnpackSkipPixels
GlUnpackSkipPixels = 0x0cf4
//GlPackRowLength
GlPackRowLength = 0x0d02
//GlPackSkipRows
GlPackSkipRows = 0x0d03
//GlPackSkipPixels
GlPackSkipPixels = 0x0d04
//GlTextureBinding3d
GlTextureBinding3d = 0x806a
//GlUnpackSkipImages
GlUnpackSkipImages = 0x806d
//GlUnpackImageHeight
GlUnpackImageHeight = 0x806e
//GlMax3dTextureSize
GlMax3dTextureSize = 0x8073
//GlMaxElementsVertices
GlMaxElementsVertices = 0x80e8
//GlMaxElementsIndices
GlMaxElementsIndices = 0x80e9
//GlMaxTextureLodBias
GlMaxTextureLodBias = 0x84fd
//GlMaxFragmentUniformComponents
GlMaxFragmentUniformComponents = 0x8b49
//GlMaxVertexUniformComponents
GlMaxVertexUniformComponents = 0x8b4a
//GlMaxArrayTextureLayers
GlMaxArrayTextureLayers = 0x88ff
//GlMinProgramTexelOffset
GlMinProgramTexelOffset = 0x8904
//GlMaxProgramTexelOffset
GlMaxProgramTexelOffset = 0x8905
//GlMaxVaryingComponents
GlMaxVaryingComponents = 0x8b4b
//GlFragmentShaderDerivativeHint
GlFragmentShaderDerivativeHint = 0x8b8b
//GlRasterizerDiscard
GlRasterizerDiscard = 0x8c89
//GlVertexArrayBinding
GlVertexArrayBinding = 0x85b5
//GlMaxVertexOutputComponents
GlMaxVertexOutputComponents = 0x9122
//GlMaxFragmentInputComponents
GlMaxFragmentInputComponents = 0x9125
//GlMaxServerWaitTimeout
GlMaxServerWaitTimeout = 0x9111
//GlMaxElementIndex
GlMaxElementIndex = 0x8d6b
//GlRed
GlRed = 0x1903
//GlRGB8
GlRGB8 = 0x8051
//GlRGBA8
GlRGBA8 = 0x8058
//GlRGB10A2
GlRGB10A2 = 0x8059
//GlTexture3d
GlTexture3d = 0x806f
//GlTextureWrapR
GlTextureWrapR = 0x8072
//GlTextureMinLod
GlTextureMinLod = 0x813a
//GlTextureMaxLod
GlTextureMaxLod = 0x813b
//GlTextureBaseLevel
GlTextureBaseLevel = 0x813c
//GlTextureMaxLevel
GlTextureMaxLevel = 0x813d
//GlTextureCompareMode
GlTextureCompareMode = 0x884c
//GlTextureCompareFunc
GlTextureCompareFunc = 0x884d
//GlSrgb
GlSrgb = 0x8c40
//GlSrgb8
GlSrgb8 = 0x8c41
//GlSrgb8Alpha8
GlSrgb8Alpha8 = 0x8c43
//GlCompareRefToTexture
GlCompareRefToTexture = 0x884e
//GlRGBA32f
GlRGBA32f = 0x8814
//GlRGB32f
GlRGB32f = 0x8815
//GlRGBA16f
GlRGBA16f = 0x881a
//GlRGB16f
GlRGB16f = 0x881b
//GlTexture2DArray
GlTexture2DArray = 0x8c1a
//GlTextureBinding2dArray
GlTextureBinding2dArray = 0x8c1d
//GlR11fG11fB10f
GlR11fG11fB10f = 0x8c3a
//GlRGB9E5
GlRGB9E5 = 0x8c3d
//GlRGBA32ui
GlRGBA32ui = 0x8d70
//GlRGB32ui
GlRGB32ui = 0x8d71
//GlRGBA16ui
GlRGBA16ui = 0x8d76
//GlRGB16ui
GlRGB16ui = 0x8d77
//GlRGBA8ui
GlRGBA8ui = 0x8d7c
//GlRGB8ui
GlRGB8ui = 0x8d7d
//GlRGBA32i
GlRGBA32i = 0x8d82
//GlRGB32i
GlRGB32i = 0x8d83
//GlRGBA16i
GlRGBA16i = 0x8d88
//GlRGB16i
GlRGB16i = 0x8d89
//GlRGBA8i
GlRGBA8i = 0x8d8e
//GlRGB8i
GlRGB8i = 0x8d8f
//GlRedInteger
GlRedInteger = 0x8d94
//GlRGBInteger
GlRGBInteger = 0x8d98
//GlRGBAInteger
GlRGBAInteger = 0x8d99
//GlR8
GlR8 = 0x8229
//GlRg8
GlRg8 = 0x822b
//GlRGB10A2ui
GlRGB10A2ui = 0x906f
//GlTextureImmutableFormat
GlTextureImmutableFormat = 0x912f
//GlTextureImmutableLevels
GlTextureImmutableLevels = 0x82df
//GlUnsignedInt2101010Rev
GlUnsignedInt2101010Rev = 0x8368
//GlUnsignedInt10f11f11fRev
GlUnsignedInt10f11f11fRev = 0x8c3b
//GlUnsignedInt5999Rev
GlUnsignedInt5999Rev = 0x8c3e
//GlFloat32UnsignedInt248Rev
GlFloat32UnsignedInt248Rev = 0x8dad
//GlHalfFloat
GlHalfFloat = 0x140b
//GlRg
GlRg = 0x8227
//GlRgInteger
GlRgInteger = 0x8228
//GlInt2101010Rev
GlInt2101010Rev = 0x8d9f
//GlCurrentQuery
GlCurrentQuery = 0x8865
//GlQueryResult
GlQueryResult = 0x8866
//GlQueryResultAvailable
GlQueryResultAvailable = 0x8867
//GlAnySamplesPassed
GlAnySamplesPassed = 0x8c2f
//GlAnySamplesPassedConservative
GlAnySamplesPassedConservative = 0x8d6a
//GlMaxDrawBuffers
GlMaxDrawBuffers = 0x8824
//GlDrawBuffer0
GlDrawBuffer0 = 0x8825
//GlDrawBuffer1
GlDrawBuffer1 = 0x8826
//GlDrawBuffer2
GlDrawBuffer2 = 0x8827
//GlDrawBuffer3
GlDrawBuffer3 = 0x8828
//GlDrawBuffer4
GlDrawBuffer4 = 0x8829
//GlDrawBuffer5
GlDrawBuffer5 = 0x882a
//GlDrawBuffer6
GlDrawBuffer6 = 0x882b
//GlDrawBuffer7
GlDrawBuffer7 = 0x882c
//GlDrawBuffer8
GlDrawBuffer8 = 0x882d
//GlDrawBuffer9
GlDrawBuffer9 = 0x882e
//GlDrawBuffer10
GlDrawBuffer10 = 0x882f
//GlDrawBuffer11
GlDrawBuffer11 = 0x8830
//GlDrawBuffer12
GlDrawBuffer12 = 0x8831
//GlDrawBuffer13
GlDrawBuffer13 = 0x8832
//GlDrawBuffer14
GlDrawBuffer14 = 0x8833
//GlDrawBuffer15
GlDrawBuffer15 = 0x8834
//GlMaxColorAttachments
GlMaxColorAttachments = 0x8cdf
//GlColorAttachment1
GlColorAttachment1 = 0x8ce1
//GlColorAttachment2
GlColorAttachment2 = 0x8ce2
//GlColorAttachment3
GlColorAttachment3 = 0x8ce3
//GlColorAttachment4
GlColorAttachment4 = 0x8ce4
//GlColorAttachment5
GlColorAttachment5 = 0x8ce5
//GlColorAttachment6
GlColorAttachment6 = 0x8ce6
//GlColorAttachment7
GlColorAttachment7 = 0x8ce7
//GlColorAttachment8
GlColorAttachment8 = 0x8ce8
//GlColorAttachment9
GlColorAttachment9 = 0x8ce9
//GlColorAttachment10
GlColorAttachment10 = 0x8cea
//GlColorAttachment11
GlColorAttachment11 = 0x8ceb
//GlColorAttachment12
GlColorAttachment12 = 0x8cec
//GlColorAttachment13
GlColorAttachment13 = 0x8ced
//GlColorAttachment14
GlColorAttachment14 = 0x8cee
//GlColorAttachment15
GlColorAttachment15 = 0x8cef
//GlSampler3d
GlSampler3d = 0x8b5f
//GlSampler2dShadow
GlSampler2dShadow = 0x8b62
//GlSampler2dArray
GlSampler2dArray = 0x8dc1
//GlSampler2dArrayShadow
GlSampler2dArrayShadow = 0x8dc4
//GlSamplerCubeShadow
GlSamplerCubeShadow = 0x8dc5
//GlIntSampler2d
GlIntSampler2d = 0x8dca
//GlIntSampler3d
GlIntSampler3d = 0x8dcb
//GlIntSamplerCube
GlIntSamplerCube = 0x8dcc
//GlIntSampler2dArray
GlIntSampler2dArray = 0x8dcf
//GlUnsignedIntSampler2d
GlUnsignedIntSampler2d = 0x8dd2
//GlUnsignedIntSampler3d
GlUnsignedIntSampler3d = 0x8dd3
//GlUnsignedIntSamplerCube
GlUnsignedIntSamplerCube = 0x8dd4
//GlUnsignedIntSampler2dArray
GlUnsignedIntSampler2dArray = 0x8dd7
//GlMaxSamples
GlMaxSamples = 0x8d57
//GlSamplerBinding
GlSamplerBinding = 0x8919
//GlPixelPackBuffer
GlPixelPackBuffer = 0x88eb
//GlPixelUnpackBuffer
GlPixelUnpackBuffer = 0x88ec
//GlPixelPackBufferBinding
GlPixelPackBufferBinding = 0x88ed
//GlPixelUnpackBufferBinding
GlPixelUnpackBufferBinding = 0x88ef
//GlCopyReadBuffer
GlCopyReadBuffer = 0x8f36
//GlCopyWriteBuffer
GlCopyWriteBuffer = 0x8f37
//GlCopyReadBufferBinding
GlCopyReadBufferBinding = 0x8f36
//GlCopyWriteBufferBinding
GlCopyWriteBufferBinding = 0x8f37
//GlFloatMat2x3
GlFloatMat2x3 = 0x8b65
//GlFloatMat2x4
GlFloatMat2x4 = 0x8b66
//GlFloatMat3x2
GlFloatMat3x2 = 0x8b67
//GlFloatMat3x4
GlFloatMat3x4 = 0x8b68
//GlFloatMat4x2
GlFloatMat4x2 = 0x8b69
//GlFloatMat4x3
GlFloatMat4x3 = 0x8b6a
//GlUnsignedIntVec2
GlUnsignedIntVec2 = 0x8dc6
//GlUnsignedIntVec3
GlUnsignedIntVec3 = 0x8dc7
//GlUnsignedIntVec4
GlUnsignedIntVec4 = 0x8dc8
//GlUnsignedNormalized
GlUnsignedNormalized = 0x8c17
//GlSignedNormalized
GlSignedNormalized = 0x8f9c
//GlVertexAttribArrayInteger
GlVertexAttribArrayInteger = 0x88fd
//GlVertexAttribArrayDivisor
GlVertexAttribArrayDivisor = 0x88fe
//GlTransformFeedbackBufferMode
GlTransformFeedbackBufferMode = 0x8c7f
//GlMaxTransformFeedbackSeparateComponents
GlMaxTransformFeedbackSeparateComponents = 0x8c80
//GlTransformFeedbackVaryings
GlTransformFeedbackVaryings = 0x8c83
//GlTransformFeedbackBufferStart
GlTransformFeedbackBufferStart = 0x8c84
//GlTransformFeedbackBufferSize
GlTransformFeedbackBufferSize = 0x8c85
//GlTransformFeedbackPrimitivesWritten
GlTransformFeedbackPrimitivesWritten = 0x8c88
//GlMaxTransformFeedbackInterleavedComponents
GlMaxTransformFeedbackInterleavedComponents = 0x8c8a
//GlMaxTransformFeedbackSeparateAttribs
GlMaxTransformFeedbackSeparateAttribs = 0x8c8b
//GlInterleavedAttribs
GlInterleavedAttribs = 0x8c8c
//GlSeparateAttribs
GlSeparateAttribs = 0x8c8d
//GlTransformFeedbackBuffer
GlTransformFeedbackBuffer = 0x8c8e
//GlTransformFeedbackBufferBinding
GlTransformFeedbackBufferBinding = 0x8c8f
//GlTransformFeedback
GlTransformFeedback = 0x8e22
//GlTransformFeedbackPaused
GlTransformFeedbackPaused = 0x8e23
//GlTransformFeedbackActive
GlTransformFeedbackActive = 0x8e24
//GlTransformFeedbackBinding
GlTransformFeedbackBinding = 0x8e25
//GlFramebufferAttachmentColorEncoding
GlFramebufferAttachmentColorEncoding = 0x8210
//GlFramebufferAttachmentComponentType
GlFramebufferAttachmentComponentType = 0x8211
//GlFramebufferAttachmentRedSize
GlFramebufferAttachmentRedSize = 0x8212
//GlFramebufferAttachmentGreenSize
GlFramebufferAttachmentGreenSize = 0x8213
//GlFramebufferAttachmentBlueSize
GlFramebufferAttachmentBlueSize = 0x8214
//GlFramebufferAttachmentAlphaSize
GlFramebufferAttachmentAlphaSize = 0x8215
//GlFramebufferAttachmentDepthSize
GlFramebufferAttachmentDepthSize = 0x8216
//GlFramebufferAttachmentStencilSize
GlFramebufferAttachmentStencilSize = 0x8217
//GlFramebufferDefault
GlFramebufferDefault = 0x8218
//GlDepthStencilAttachment
GlDepthStencilAttachment = 0x821a
//GlDepth24Stencil8
GlDepth24Stencil8 = 0x88f0
//GlDrawFramebufferBinding
GlDrawFramebufferBinding = 0x8ca6
//GlReadFramebuffer
GlReadFramebuffer = 0x8ca8
//GlDrawFramebuffer
GlDrawFramebuffer = 0x8ca9
//GlReadFramebufferBinding
GlReadFramebufferBinding = 0x8caa
//GlRenderbufferSamples
GlRenderbufferSamples = 0x8cab
//GlFramebufferAttachmentTextureLayer
GlFramebufferAttachmentTextureLayer = 0x8cd4
//GlFramebufferIncompleteMultisample
GlFramebufferIncompleteMultisample = 0x8d56
//GlUniformBuffer
GlUniformBuffer = 0x8a11
//GlUniformBufferBinding
GlUniformBufferBinding = 0x8a28
//GlUniformBufferStart
GlUniformBufferStart = 0x8a29
//GlUniformBufferSize
GlUniformBufferSize = 0x8a2a
//GlMaxVertexUniformBlocks
GlMaxVertexUniformBlocks = 0x8a2b
//GlMaxFragmentUniformBlocks
GlMaxFragmentUniformBlocks = 0x8a2d
//GlMaxCombinedUniformBlocks
GlMaxCombinedUniformBlocks = 0x8a2e
//GlMaxUniformBufferBindings
GlMaxUniformBufferBindings = 0x8a2f
//GlMaxUniformBlockSize
GlMaxUniformBlockSize = 0x8a30
//GlMaxCombinedVertexUniformComponents
GlMaxCombinedVertexUniformComponents = 0x8a31
//GlMaxCombinedFragmentUniformComponents
GlMaxCombinedFragmentUniformComponents = 0x8a33
//GlUniformBufferOffsetAlignment
GlUniformBufferOffsetAlignment = 0x8a34
//GlActiveUniformBlocks
GlActiveUniformBlocks = 0x8a36
//GlUniformType
GlUniformType = 0x8a37
//GlUniformSize
GlUniformSize = 0x8a38
//GlUniformBlockIndex
GlUniformBlockIndex = 0x8a3a
//GlUniformOffset
GlUniformOffset = 0x8a3b
//GlUniformArrayStride
GlUniformArrayStride = 0x8a3c
//GlUniformMatrixStride
GlUniformMatrixStride = 0x8a3d
//GlUniformIsRowMajor
GlUniformIsRowMajor = 0x8a3e
//GlUniformBlockBinding
GlUniformBlockBinding = 0x8a3f
//GlUniformBlockDataSize
GlUniformBlockDataSize = 0x8a40
//GlUniformBlockActiveUniforms
GlUniformBlockActiveUniforms = 0x8a42
//GlUniformBlockActiveUniformIndices
GlUniformBlockActiveUniformIndices = 0x8a43
//GlUniformBlockReferencedByVertexShader
GlUniformBlockReferencedByVertexShader = 0x8a44
//GlUniformBlockReferencedByFragmentShader
GlUniformBlockReferencedByFragmentShader = 0x8a46
//GlObjectType
GlObjectType = 0x9112
//GlSyncCondition
GlSyncCondition = 0x9113
//GlSyncStatus
GlSyncStatus = 0x9114
//GlSyncFlags
GlSyncFlags = 0x9115
//GlSyncFence
GlSyncFence = 0x9116
//GlSyncGpuCommandsComplete
GlSyncGpuCommandsComplete = 0x9117
//GlUnsignaled
GlUnsignaled = 0x9118
//GlSignaled
GlSignaled = 0x9119
//GlAlreadySignaled
GlAlreadySignaled = 0x911a
//GlTimeoutExpired
GlTimeoutExpired = 0x911b
//GlConditionSatisfied
GlConditionSatisfied = 0x911c
//GlWaitFailed
GlWaitFailed = 0x911d
//GlSyncFlushCommandsBit
GlSyncFlushCommandsBit = 0x00000001
//GlColor
GlColor = 0x1800
//GlStencil
GlStencil = 0x1802
//GlMin
GlMin = 0x8007
//GlDepthComponent24
GlDepthComponent24 = 0x81a6
//GlStreamRead
GlStreamRead = 0x88e1
//GlStreamCopy
GlStreamCopy = 0x88e2
//GlStaticRead
GlStaticRead = 0x88e5
//GlStaticCopy
GlStaticCopy = 0x88e6
//GlDynamicRead