# Generated by scripts/generate_pyi.py, do not edit.

from typing import Any, Callable

import renpy

import builtins as __builtins__
import renpy as renpy

class Buffer:

    def __buffer__(self, flags, /): ...

    def __reduce__(self): ...

    def __release_buffer__(self, buffer, /): ...

    def __setstate__(self, __pyx_state): ...


class BytesBuffer(Buffer):
    def __init__(self, /, *args, **kwargs): ...

    def __reduce__(self): ...

    def __setstate__(self, __pyx_state): ...

    def get(self): ...


class BytesListBuffer(Buffer):
    def __init__(self, /, *args, **kwargs): ...

    def __reduce__(self): ...

    def __setstate__(self, __pyx_state): ...


class FloatBuffer(Buffer):
    def __init__(self, /, *args, **kwargs): ...

    def __getitem__(self, key, /): ...

    def __reduce__(self): ...

    def __setstate__(self, __pyx_state): ...


class IntBuffer(Buffer):
    def __init__(self, /, *args, **kwargs): ...

    def __getitem__(self, key, /): ...

    def __reduce__(self): ...

    def __setstate__(self, __pyx_state): ...


def glActiveTexture(texture): ...

def glAttachShader(program, shader): ...

def glBeginQuery(target, id): ...

def glBeginTransformFeedback(primitiveMode): ...

def glBindAttribLocation(program, index, name): ...

def glBindBuffer(target, buffer): ...

def glBindBufferBase(target, index, buffer): ...

def glBindBufferRange(target, index, buffer, offset, size): ...

def glBindFramebuffer(target, framebuffer): ...

def glBindRenderbuffer(target, renderbuffer): ...

def glBindTexture(target, texture): ...

def glBindVertexArray(array): ...

def glBlendColor(red, green, blue, alpha): ...

def glBlendEquation(mode): ...

def glBlendEquationSeparate(modeRGB, modeAlpha): ...

def glBlendFunc(sfactor, dfactor): ...

def glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha): ...

def glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter): ...

def glBufferData(target, size, data, usage): ...

def glBufferSubData(target, offset, size, data): ...

def glCheckFramebufferStatus(target): ...

def glClear(mask): ...

def glClearBufferfi(buffer, drawbuffer, depth, stencil): ...

def glClearBufferfv(buffer, drawbuffer, value): ...

def glClearBufferiv(buffer, drawbuffer, value): ...

def glClearBufferuiv(buffer, drawbuffer, value): ...

def glClearColor(red, green, blue, alpha): ...

def glClearStencil(s): ...

def glColorMask(red, green, blue, alpha): ...

def glCompileShader(shader): ...

def glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data): ...

def glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data): ...

def glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data): ...

def glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data): ...

def glCopyTexImage2D(target, level, internalformat, x, y, width, height, border): ...

def glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height): ...

def glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height): ...

def glCreateProgram(): ...

def glCreateShader(type): ...

def glCullFace(mode): ...

def glDeleteBuffers(n, buffers): ...

def glDeleteFramebuffers(n, framebuffers): ...

def glDeleteProgram(program): ...

def glDeleteQueries(n, ids): ...

def glDeleteRenderbuffers(n, renderbuffers): ...

def glDeleteShader(shader): ...

def glDeleteTextures(n, textures): ...

def glDeleteVertexArrays(n, arrays): ...

def glDepthFunc(func): ...

def glDepthMask(flag): ...

def glDetachShader(program, shader): ...

def glDisable(cap): ...

def glDisableVertexAttribArray(index): ...

def glDrawArrays(mode, first, count): ...

def glDrawBuffers(n, bufs): ...

def glDrawElements(mode, count, type, indices): ...

def glDrawRangeElements(mode, start, end, count, type, indices): ...

def glEnable(cap): ...

def glEnableVertexAttribArray(index): ...

def glEndQuery(target): ...

def glEndTransformFeedback(): ...

def glFinish(): ...

def glFlush(): ...

def glFlushMappedBufferRange(target, offset, length): ...

def glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer): ...

def glFramebufferTexture2D(target, attachment, textarget, texture, level): ...

def glFramebufferTextureLayer(target, attachment, texture, level, layer): ...

def glFrontFace(mode): ...

def glGenBuffers(n, buffers): ...

def glGenFramebuffers(n, framebuffers): ...

def glGenQueries(n, ids): ...

def glGenRenderbuffers(n, renderbuffers): ...

def glGenTextures(n, textures): ...

def glGenVertexArrays(n, arrays): ...

def glGenerateMipmap(target): ...

def glGetActiveAttrib(program, index, bufSize, length, size, type, name): ...

def glGetActiveUniform(program, index, bufSize, length, size, type, name): ...

def glGetAttachedShaders(program, maxCount, count, shaders): ...

def glGetAttribLocation(program, name): ...

def glGetBooleanv(pname, data): ...

def glGetBufferParameteriv(target, pname, params): ...

def glGetBufferPointerv(target, pname, params): ...

def glGetError(): ...

def glGetFloatv(pname, data): ...

def glGetFragDataLocation(program, name): ...

def glGetFramebufferAttachmentParameteriv(target, attachment, pname, params): ...

def glGetIntegeri_v(target, index, data): ...

def glGetIntegerv(pname, data): ...

def glGetProgramInfoLog(program, bufSize, length, infoLog): ...

def glGetProgramiv(program, pname, params): ...

def glGetQueryObjectuiv(id, pname, params): ...

def glGetQueryiv(target, pname, params): ...

def glGetRenderbufferParameteriv(target, pname, params): ...

def glGetShaderInfoLog(shader, bufSize, length, infoLog): ...

def glGetShaderSource(shader, bufSize, length, source): ...

def glGetShaderiv(shader, pname, params): ...

def glGetString(name): ...

def glGetStringi(name, index): ...

def glGetTexParameterfv(target, pname, params): ...

def glGetTexParameteriv(target, pname, params): ...

def glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name): ...

def glGetUniformLocation(program, name): ...

def glGetUniformfv(program, location, params): ...

def glGetUniformiv(program, location, params): ...

def glGetUniformuiv(program, location, params): ...

def glGetVertexAttribIiv(index, pname, params): ...

def glGetVertexAttribIuiv(index, pname, params): ...

def glGetVertexAttribPointerv(index, pname, pointer): ...

def glGetVertexAttribfv(index, pname, params): ...

def glGetVertexAttribiv(index, pname, params): ...

def glHint(target, mode): ...

def glIsBuffer(buffer): ...

def glIsEnabled(cap): ...

def glIsFramebuffer(framebuffer): ...

def glIsProgram(program): ...

def glIsQuery(id): ...

def glIsRenderbuffer(renderbuffer): ...

def glIsShader(shader): ...

def glIsTexture(texture): ...

def glIsVertexArray(array): ...

def glLineWidth(width): ...

def glLinkProgram(program): ...

def glPixelStorei(pname, param): ...

def glPolygonOffset(factor, units): ...

def glReadBuffer(src): ...

def glReadPixels(x, y, width, height, format, type, pixels): ...

def glRenderbufferStorage(target, internalformat, width, height): ...

def glRenderbufferStorageMultisample(target, samples, internalformat, width, height): ...

def glSampleCoverage(value, invert): ...

def glScissor(x, y, width, height): ...

def glShaderSource(shader, count, string, length): ...

def glStencilFunc(func, ref, mask): ...

def glStencilFuncSeparate(face, func, ref, mask): ...

def glStencilMask(mask): ...

def glStencilMaskSeparate(face, mask): ...

def glStencilOp(fail, zfail, zpass): ...

def glStencilOpSeparate(face, sfail, dpfail, dppass): ...

def glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels): ...

def glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels): ...

def glTexParameterf(target, pname, param): ...

def glTexParameterfv(target, pname, params): ...

def glTexParameteri(target, pname, param): ...

def glTexParameteriv(target, pname, params): ...

def glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels): ...

def glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels): ...

def glTransformFeedbackVaryings(program, count, varyings, bufferMode): ...

def glUniform1f(location, v0): ...

def glUniform1fv(location, count, value): ...

def glUniform1i(location, v0): ...

def glUniform1iv(location, count, value): ...

def glUniform1ui(location, v0): ...

def glUniform1uiv(location, count, value): ...

def glUniform2f(location, v0, v1): ...

def glUniform2fv(location, count, value): ...

def glUniform2i(location, v0, v1): ...

def glUniform2iv(location, count, value): ...

def glUniform2ui(location, v0, v1): ...

def glUniform2uiv(location, count, value): ...

def glUniform3f(location, v0, v1, v2): ...

def glUniform3fv(location, count, value): ...

def glUniform3i(location, v0, v1, v2): ...

def glUniform3iv(location, count, value): ...

def glUniform3ui(location, v0, v1, v2): ...

def glUniform3uiv(location, count, value): ...

def glUniform4f(location, v0, v1, v2, v3): ...

def glUniform4fv(location, count, value): ...

def glUniform4i(location, v0, v1, v2, v3): ...

def glUniform4iv(location, count, value): ...

def glUniform4ui(location, v0, v1, v2, v3): ...

def glUniform4uiv(location, count, value): ...

def glUniformMatrix2fv(location, count, transpose, value): ...

def glUniformMatrix2x3fv(location, count, transpose, value): ...

def glUniformMatrix2x4fv(location, count, transpose, value): ...

def glUniformMatrix3fv(location, count, transpose, value): ...

def glUniformMatrix3x2fv(location, count, transpose, value): ...

def glUniformMatrix3x4fv(location, count, transpose, value): ...

def glUniformMatrix4fv(location, count, transpose, value): ...

def glUniformMatrix4x2fv(location, count, transpose, value): ...

def glUniformMatrix4x3fv(location, count, transpose, value): ...

def glUnmapBuffer(target): ...

def glUseProgram(program): ...

def glValidateProgram(program): ...

def glVertexAttrib1f(index, x): ...

def glVertexAttrib1fv(index, v): ...

def glVertexAttrib2f(index, x, y): ...

def glVertexAttrib2fv(index, v): ...

def glVertexAttrib3f(index, x, y, z): ...

def glVertexAttrib3fv(index, v): ...

def glVertexAttrib4f(index, x, y, z, w): ...

def glVertexAttrib4fv(index, v): ...

def glVertexAttribI4i(index, x, y, z, w): ...

def glVertexAttribI4iv(index, v): ...

def glVertexAttribI4ui(index, x, y, z, w): ...

def glVertexAttribI4uiv(index, v): ...

def glVertexAttribIPointer(index, size, type, stride, pointer): ...

def glVertexAttribPointer(index, size, type, normalized, stride, pointer): ...

def glViewport(x, y, width, height): ...

class ptr:
    def __init__(self, /, *args, **kwargs): ...

    def __reduce__(self): ...

    def __setstate__(self, __pyx_state): ...


GL_ACTIVE_ATTRIBUTES: int
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: int
GL_ACTIVE_TEXTURE: int
GL_ACTIVE_UNIFORMS: int
GL_ACTIVE_UNIFORM_MAX_LENGTH: int
GL_ALIASED_LINE_WIDTH_RANGE: int
GL_ALIASED_POINT_SIZE_RANGE: int
GL_ALPHA: int
GL_ALPHA_BITS: int
GL_ALWAYS: int
GL_ARRAY_BUFFER: int
GL_ARRAY_BUFFER_BINDING: int
GL_ATTACHED_SHADERS: int
GL_BACK: int
GL_BLEND: int
GL_BLEND_COLOR: int
GL_BLEND_DST_ALPHA: int
GL_BLEND_DST_RGB: int
GL_BLEND_EQUATION: int
GL_BLEND_EQUATION_ALPHA: int
GL_BLEND_EQUATION_RGB: int
GL_BLEND_SRC_ALPHA: int
GL_BLEND_SRC_RGB: int
GL_BLUE: int
GL_BLUE_BITS: int
GL_BOOL: int
GL_BOOL_VEC2: int
GL_BOOL_VEC3: int
GL_BOOL_VEC4: int
GL_BUFFER_ACCESS_FLAGS: int
GL_BUFFER_MAPPED: int
GL_BUFFER_MAP_LENGTH: int
GL_BUFFER_MAP_OFFSET: int
GL_BUFFER_MAP_POINTER: int
GL_BUFFER_SIZE: int
GL_BUFFER_USAGE: int
GL_BYTE: int
GL_CCW: int
GL_CLAMP_TO_EDGE: int
GL_COLOR: int
GL_COLOR_ATTACHMENT0: int
GL_COLOR_ATTACHMENT1: int
GL_COLOR_ATTACHMENT10: int
GL_COLOR_ATTACHMENT11: int
GL_COLOR_ATTACHMENT12: int
GL_COLOR_ATTACHMENT13: int
GL_COLOR_ATTACHMENT14: int
GL_COLOR_ATTACHMENT15: int
GL_COLOR_ATTACHMENT16: int
GL_COLOR_ATTACHMENT17: int
GL_COLOR_ATTACHMENT18: int
GL_COLOR_ATTACHMENT19: int
GL_COLOR_ATTACHMENT2: int
GL_COLOR_ATTACHMENT20: int
GL_COLOR_ATTACHMENT21: int
GL_COLOR_ATTACHMENT22: int
GL_COLOR_ATTACHMENT23: int
GL_COLOR_ATTACHMENT24: int
GL_COLOR_ATTACHMENT25: int
GL_COLOR_ATTACHMENT26: int
GL_COLOR_ATTACHMENT27: int
GL_COLOR_ATTACHMENT28: int
GL_COLOR_ATTACHMENT29: int
GL_COLOR_ATTACHMENT3: int
GL_COLOR_ATTACHMENT30: int
GL_COLOR_ATTACHMENT31: int
GL_COLOR_ATTACHMENT4: int
GL_COLOR_ATTACHMENT5: int
GL_COLOR_ATTACHMENT6: int
GL_COLOR_ATTACHMENT7: int
GL_COLOR_ATTACHMENT8: int
GL_COLOR_ATTACHMENT9: int
GL_COLOR_BUFFER_BIT: int
GL_COLOR_CLEAR_VALUE: int
GL_COLOR_WRITEMASK: int
GL_COMPARE_REF_TO_TEXTURE: int
GL_COMPILE_STATUS: int
GL_COMPRESSED_TEXTURE_FORMATS: int
GL_CONSTANT_ALPHA: int
GL_CONSTANT_COLOR: int
GL_CULL_FACE: int
GL_CULL_FACE_MODE: int
GL_CURRENT_PROGRAM: int
GL_CURRENT_QUERY: int
GL_CURRENT_VERTEX_ATTRIB: int
GL_CW: int
GL_DECR: int
GL_DECR_WRAP: int
GL_DELETE_STATUS: int
GL_DEPTH: int
GL_DEPTH24_STENCIL8: int
GL_DEPTH32F_STENCIL8: int
GL_DEPTH_ATTACHMENT: int
GL_DEPTH_BITS: int
GL_DEPTH_BUFFER_BIT: int
GL_DEPTH_CLEAR_VALUE: int
GL_DEPTH_COMPONENT: int
GL_DEPTH_COMPONENT16: int
GL_DEPTH_COMPONENT24: int
GL_DEPTH_COMPONENT32F: int
GL_DEPTH_FUNC: int
GL_DEPTH_RANGE: int
GL_DEPTH_STENCIL: int
GL_DEPTH_STENCIL_ATTACHMENT: int
GL_DEPTH_TEST: int
GL_DEPTH_WRITEMASK: int
GL_DITHER: int
GL_DONT_CARE: int
GL_DRAW_BUFFER0: int
GL_DRAW_BUFFER1: int
GL_DRAW_BUFFER10: int
GL_DRAW_BUFFER11: int
GL_DRAW_BUFFER12: int
GL_DRAW_BUFFER13: int
GL_DRAW_BUFFER14: int
GL_DRAW_BUFFER15: int
GL_DRAW_BUFFER2: int
GL_DRAW_BUFFER3: int
GL_DRAW_BUFFER4: int
GL_DRAW_BUFFER5: int
GL_DRAW_BUFFER6: int
GL_DRAW_BUFFER7: int
GL_DRAW_BUFFER8: int
GL_DRAW_BUFFER9: int
GL_DRAW_FRAMEBUFFER: int
GL_DRAW_FRAMEBUFFER_BINDING: int
GL_DST_ALPHA: int
GL_DST_COLOR: int
GL_DYNAMIC_COPY: int
GL_DYNAMIC_DRAW: int
GL_DYNAMIC_READ: int
GL_ELEMENT_ARRAY_BUFFER: int
GL_ELEMENT_ARRAY_BUFFER_BINDING: int
GL_EQUAL: int
GL_EXTENSIONS: int
GL_FALSE: int
GL_FASTEST: int
GL_FLOAT: int
GL_FLOAT_32_UNSIGNED_INT_24_8_REV: int
GL_FLOAT_MAT2: int
GL_FLOAT_MAT2x3: int
GL_FLOAT_MAT2x4: int
GL_FLOAT_MAT3: int
GL_FLOAT_MAT3x2: int
GL_FLOAT_MAT3x4: int
GL_FLOAT_MAT4: int
GL_FLOAT_MAT4x2: int
GL_FLOAT_MAT4x3: int
GL_FLOAT_VEC2: int
GL_FLOAT_VEC3: int
GL_FLOAT_VEC4: int
GL_FRAGMENT_SHADER: int
GL_FRAGMENT_SHADER_DERIVATIVE_HINT: int
GL_FRAMEBUFFER: int
GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: int
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: int
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: int
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: int
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: int
GL_FRAMEBUFFER_BINDING: int
GL_FRAMEBUFFER_COMPLETE: int
GL_FRAMEBUFFER_DEFAULT: int
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: int
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: int
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: int
GL_FRAMEBUFFER_UNDEFINED: int
GL_FRAMEBUFFER_UNSUPPORTED: int
GL_FRONT: int
GL_FRONT_AND_BACK: int
GL_FRONT_FACE: int
GL_FUNC_ADD: int
GL_FUNC_REVERSE_SUBTRACT: int
GL_FUNC_SUBTRACT: int
GL_GENERATE_MIPMAP_HINT: int
GL_GEQUAL: int
GL_GREATER: int
GL_GREEN: int
GL_GREEN_BITS: int
GL_HALF_FLOAT: int
GL_INCR: int
GL_INCR_WRAP: int
GL_INFO_LOG_LENGTH: int
GL_INT: int
GL_INTERLEAVED_ATTRIBS: int
GL_INT_SAMPLER_2D: int
GL_INT_SAMPLER_2D_ARRAY: int
GL_INT_SAMPLER_3D: int
GL_INT_SAMPLER_CUBE: int
GL_INT_VEC2: int
GL_INT_VEC3: int
GL_INT_VEC4: int
GL_INVALID_ENUM: int
GL_INVALID_FRAMEBUFFER_OPERATION: int
GL_INVALID_OPERATION: int
GL_INVALID_VALUE: int
GL_INVERT: int
GL_KEEP: int
GL_LEQUAL: int
GL_LESS: int
GL_LINEAR: int
GL_LINEAR_MIPMAP_LINEAR: int
GL_LINEAR_MIPMAP_NEAREST: int
GL_LINES: int
GL_LINE_LOOP: int
GL_LINE_STRIP: int
GL_LINE_WIDTH: int
GL_LINK_STATUS: int
GL_LUMINANCE: int
GL_LUMINANCE_ALPHA: int
GL_MAJOR_VERSION: int
GL_MAP_FLUSH_EXPLICIT_BIT: int
GL_MAP_INVALIDATE_BUFFER_BIT: int
GL_MAP_INVALIDATE_RANGE_BIT: int
GL_MAP_READ_BIT: int
GL_MAP_UNSYNCHRONIZED_BIT: int
GL_MAP_WRITE_BIT: int
GL_MAX: int
GL_MAX_3D_TEXTURE_SIZE: int
GL_MAX_ARRAY_TEXTURE_LAYERS: int
GL_MAX_COLOR_ATTACHMENTS: int
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: int
GL_MAX_CUBE_MAP_TEXTURE_SIZE: int
GL_MAX_DRAW_BUFFERS: int
GL_MAX_ELEMENTS_INDICES: int
GL_MAX_ELEMENTS_VERTICES: int
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: int
GL_MAX_PROGRAM_TEXEL_OFFSET: int
GL_MAX_RENDERBUFFER_SIZE: int
GL_MAX_SAMPLES: int
GL_MAX_TEXTURE_IMAGE_UNITS: int
GL_MAX_TEXTURE_LOD_BIAS: int
GL_MAX_TEXTURE_SIZE: int
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: int
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: int
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: int
GL_MAX_VARYING_COMPONENTS: int
GL_MAX_VERTEX_ATTRIBS: int
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: int
GL_MAX_VERTEX_UNIFORM_COMPONENTS: int
GL_MAX_VIEWPORT_DIMS: int
GL_MIN: int
GL_MINOR_VERSION: int
GL_MIN_PROGRAM_TEXEL_OFFSET: int
GL_MIRRORED_REPEAT: int
GL_NEAREST: int
GL_NEAREST_MIPMAP_LINEAR: int
GL_NEAREST_MIPMAP_NEAREST: int
GL_NEVER: int
GL_NICEST: int
GL_NONE: int
GL_NOTEQUAL: int
GL_NO_ERROR: int
GL_NUM_COMPRESSED_TEXTURE_FORMATS: int
GL_NUM_EXTENSIONS: int
GL_ONE: int
GL_ONE_MINUS_CONSTANT_ALPHA: int
GL_ONE_MINUS_CONSTANT_COLOR: int
GL_ONE_MINUS_DST_ALPHA: int
GL_ONE_MINUS_DST_COLOR: int
GL_ONE_MINUS_SRC_ALPHA: int
GL_ONE_MINUS_SRC_COLOR: int
GL_OUT_OF_MEMORY: int
GL_PACK_ALIGNMENT: int
GL_PACK_ROW_LENGTH: int
GL_PACK_SKIP_PIXELS: int
GL_PACK_SKIP_ROWS: int
GL_PIXEL_PACK_BUFFER: int
GL_PIXEL_PACK_BUFFER_BINDING: int
GL_PIXEL_UNPACK_BUFFER: int
GL_PIXEL_UNPACK_BUFFER_BINDING: int
GL_POINTS: int
GL_POLYGON_OFFSET_FACTOR: int
GL_POLYGON_OFFSET_FILL: int
GL_POLYGON_OFFSET_UNITS: int
GL_QUERY_RESULT: int
GL_QUERY_RESULT_AVAILABLE: int
GL_R11F_G11F_B10F: int
GL_R16F: int
GL_R16I: int
GL_R16UI: int
GL_R32F: int
GL_R32I: int
GL_R32UI: int
GL_R8: int
GL_R8I: int
GL_R8UI: int
GL_RASTERIZER_DISCARD: int
GL_READ_BUFFER: int
GL_READ_FRAMEBUFFER: int
GL_READ_FRAMEBUFFER_BINDING: int
GL_RED: int
GL_RED_BITS: int
GL_RED_INTEGER: int
GL_RENDERBUFFER: int
GL_RENDERBUFFER_ALPHA_SIZE: int
GL_RENDERBUFFER_BINDING: int
GL_RENDERBUFFER_BLUE_SIZE: int
GL_RENDERBUFFER_DEPTH_SIZE: int
GL_RENDERBUFFER_GREEN_SIZE: int
GL_RENDERBUFFER_HEIGHT: int
GL_RENDERBUFFER_INTERNAL_FORMAT: int
GL_RENDERBUFFER_RED_SIZE: int
GL_RENDERBUFFER_SAMPLES: int
GL_RENDERBUFFER_STENCIL_SIZE: int
GL_RENDERBUFFER_WIDTH: int
GL_RENDERER: int
GL_REPEAT: int
GL_REPLACE: int
GL_RG: int
GL_RG16F: int
GL_RG16I: int
GL_RG16UI: int
GL_RG32F: int
GL_RG32I: int
GL_RG32UI: int
GL_RG8: int
GL_RG8I: int
GL_RG8UI: int
GL_RGB: int
GL_RGB10_A2: int
GL_RGB16F: int
GL_RGB16I: int
GL_RGB16UI: int
GL_RGB32F: int
GL_RGB32I: int
GL_RGB32UI: int
GL_RGB5_A1: int
GL_RGB8: int
GL_RGB8I: int
GL_RGB8UI: int
GL_RGB9_E5: int
GL_RGBA: int
GL_RGBA16F: int
GL_RGBA16I: int
GL_RGBA16UI: int
GL_RGBA32F: int
GL_RGBA32I: int
GL_RGBA32UI: int
GL_RGBA4: int
GL_RGBA8: int
GL_RGBA8I: int
GL_RGBA8UI: int
GL_RGBA_INTEGER: int
GL_RGB_INTEGER: int
GL_RG_INTEGER: int
GL_SAMPLER_2D: int
GL_SAMPLER_2D_ARRAY: int
GL_SAMPLER_2D_ARRAY_SHADOW: int
GL_SAMPLER_2D_SHADOW: int
GL_SAMPLER_3D: int
GL_SAMPLER_CUBE: int
GL_SAMPLER_CUBE_SHADOW: int
GL_SAMPLES: int
GL_SAMPLE_ALPHA_TO_COVERAGE: int
GL_SAMPLE_BUFFERS: int
GL_SAMPLE_COVERAGE: int
GL_SAMPLE_COVERAGE_INVERT: int
GL_SAMPLE_COVERAGE_VALUE: int
GL_SCISSOR_BOX: int
GL_SCISSOR_TEST: int
GL_SEPARATE_ATTRIBS: int
GL_SHADER_SOURCE_LENGTH: int
GL_SHADER_TYPE: int
GL_SHADING_LANGUAGE_VERSION: int
GL_SHORT: int
GL_SRC_ALPHA: int
GL_SRC_ALPHA_SATURATE: int
GL_SRC_COLOR: int
GL_SRGB: int
GL_SRGB8: int
GL_SRGB8_ALPHA8: int
GL_STATIC_COPY: int
GL_STATIC_DRAW: int
GL_STATIC_READ: int
GL_STENCIL: int
GL_STENCIL_ATTACHMENT: int
GL_STENCIL_BACK_FAIL: int
GL_STENCIL_BACK_FUNC: int
GL_STENCIL_BACK_PASS_DEPTH_FAIL: int
GL_STENCIL_BACK_PASS_DEPTH_PASS: int
GL_STENCIL_BACK_REF: int
GL_STENCIL_BACK_VALUE_MASK: int
GL_STENCIL_BACK_WRITEMASK: int
GL_STENCIL_BITS: int
GL_STENCIL_BUFFER_BIT: int
GL_STENCIL_CLEAR_VALUE: int
GL_STENCIL_FAIL: int
GL_STENCIL_FUNC: int
GL_STENCIL_INDEX8: int
GL_STENCIL_PASS_DEPTH_FAIL: int
GL_STENCIL_PASS_DEPTH_PASS: int
GL_STENCIL_REF: int
GL_STENCIL_TEST: int
GL_STENCIL_VALUE_MASK: int
GL_STENCIL_WRITEMASK: int
GL_STREAM_COPY: int
GL_STREAM_DRAW: int
GL_STREAM_READ: int
GL_SUBPIXEL_BITS: int
GL_TEXTURE: int
GL_TEXTURE0: int
GL_TEXTURE1: int
GL_TEXTURE10: int
GL_TEXTURE11: int
GL_TEXTURE12: int
GL_TEXTURE13: int
GL_TEXTURE14: int
GL_TEXTURE15: int
GL_TEXTURE16: int
GL_TEXTURE17: int
GL_TEXTURE18: int
GL_TEXTURE19: int
GL_TEXTURE2: int
GL_TEXTURE20: int
GL_TEXTURE21: int
GL_TEXTURE22: int
GL_TEXTURE23: int
GL_TEXTURE24: int
GL_TEXTURE25: int
GL_TEXTURE26: int
GL_TEXTURE27: int
GL_TEXTURE28: int
GL_TEXTURE29: int
GL_TEXTURE3: int
GL_TEXTURE30: int
GL_TEXTURE31: int
GL_TEXTURE4: int
GL_TEXTURE5: int
GL_TEXTURE6: int
GL_TEXTURE7: int
GL_TEXTURE8: int
GL_TEXTURE9: int
GL_TEXTURE_2D: int
GL_TEXTURE_2D_ARRAY: int
GL_TEXTURE_3D: int
GL_TEXTURE_BASE_LEVEL: int
GL_TEXTURE_BINDING_2D: int
GL_TEXTURE_BINDING_2D_ARRAY: int
GL_TEXTURE_BINDING_3D: int
GL_TEXTURE_BINDING_CUBE_MAP: int
GL_TEXTURE_COMPARE_FUNC: int
GL_TEXTURE_COMPARE_MODE: int
GL_TEXTURE_CUBE_MAP: int
GL_TEXTURE_CUBE_MAP_NEGATIVE_X: int
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: int
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: int
GL_TEXTURE_CUBE_MAP_POSITIVE_X: int
GL_TEXTURE_CUBE_MAP_POSITIVE_Y: int
GL_TEXTURE_CUBE_MAP_POSITIVE_Z: int
GL_TEXTURE_MAG_FILTER: int
GL_TEXTURE_MAX_LEVEL: int
GL_TEXTURE_MAX_LOD: int
GL_TEXTURE_MIN_FILTER: int
GL_TEXTURE_MIN_LOD: int
GL_TEXTURE_WRAP_R: int
GL_TEXTURE_WRAP_S: int
GL_TEXTURE_WRAP_T: int
GL_TRANSFORM_FEEDBACK_BUFFER: int
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: int
GL_TRANSFORM_FEEDBACK_BUFFER_MODE: int
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: int
GL_TRANSFORM_FEEDBACK_BUFFER_START: int
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: int
GL_TRANSFORM_FEEDBACK_VARYINGS: int
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: int
GL_TRIANGLES: int
GL_TRIANGLE_FAN: int
GL_TRIANGLE_STRIP: int
GL_TRUE: int
GL_UNPACK_ALIGNMENT: int
GL_UNPACK_IMAGE_HEIGHT: int
GL_UNPACK_ROW_LENGTH: int
GL_UNPACK_SKIP_IMAGES: int
GL_UNPACK_SKIP_PIXELS: int
GL_UNPACK_SKIP_ROWS: int
GL_UNSIGNED_BYTE: int
GL_UNSIGNED_INT: int
GL_UNSIGNED_INT_10F_11F_11F_REV: int
GL_UNSIGNED_INT_24_8: int
GL_UNSIGNED_INT_2_10_10_10_REV: int
GL_UNSIGNED_INT_5_9_9_9_REV: int
GL_UNSIGNED_INT_SAMPLER_2D: int
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: int
GL_UNSIGNED_INT_SAMPLER_3D: int
GL_UNSIGNED_INT_SAMPLER_CUBE: int
GL_UNSIGNED_INT_VEC2: int
GL_UNSIGNED_INT_VEC3: int
GL_UNSIGNED_INT_VEC4: int
GL_UNSIGNED_NORMALIZED: int
GL_UNSIGNED_SHORT: int
GL_UNSIGNED_SHORT_4_4_4_4: int
GL_UNSIGNED_SHORT_5_5_5_1: int
GL_UNSIGNED_SHORT_5_6_5: int
GL_VALIDATE_STATUS: int
GL_VENDOR: int
GL_VERSION: int
GL_VERTEX_ARRAY_BINDING: int
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: int
GL_VERTEX_ATTRIB_ARRAY_ENABLED: int
GL_VERTEX_ATTRIB_ARRAY_INTEGER: int
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: int
GL_VERTEX_ATTRIB_ARRAY_POINTER: int
GL_VERTEX_ATTRIB_ARRAY_SIZE: int
GL_VERTEX_ATTRIB_ARRAY_STRIDE: int
GL_VERTEX_ATTRIB_ARRAY_TYPE: int
GL_VERTEX_SHADER: int
GL_VIEWPORT: int
GL_ZERO: int
