package gl type context interface { ActiveTexture(textureUnit uint32) AttachShader(program Program, shader Shader) BindBuffer(target uint32, buf Buffer) BindTexture(target uint32, texture Texture) BlendColor(r, g, b, a float32) BlendFunc(srcFactor, destFactor uint32) BufferData(target uint32, points []float32, usage uint32) Clear(mask uint32) ClearColor(r, g, b, a float32) CompileShader(shader Shader) CreateBuffer() Buffer CreateProgram() Program CreateShader(typ uint32) Shader CreateTexture() Texture DeleteBuffer(buffer Buffer) DeleteTexture(texture Texture) Disable(capability uint32) DrawArrays(mode uint32, first, count int) Enable(capability uint32) EnableVertexAttribArray(attribute Attribute) GetAttribLocation(program Program, name string) Attribute GetError() uint32 GetProgrami(program Program, param uint32) int GetProgramInfoLog(program Program) string GetShaderi(shader Shader, param uint32) int GetShaderInfoLog(shader Shader) string GetUniformLocation(program Program, name string) Uniform LinkProgram(program Program) ReadBuffer(src uint32) ReadPixels(x, y, width, height int, colorFormat, typ uint32, pixels []uint8) Scissor(x, y, w, h int32) ShaderSource(shader Shader, source string) TexImage2D(target uint32, level, width, height int, colorFormat, typ uint32, data []uint8) TexParameteri(target, param uint32, value int32) Uniform1f(uniform Uniform, v float32) Uniform2f(uniform Uniform, v0, v1 float32) Uniform4f(uniform Uniform, v0, v1, v2, v3 float32) UseProgram(program Program) VertexAttribPointerWithOffset(attribute Attribute, size int, typ uint32, normalized bool, stride, offset int) Viewport(x, y, width, height int) }