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@mundus/gl-constants

v0.1.0

Published

All webgl2 constants in a tree shakeable package

Downloads

3

Readme

@mundus/gl-constants - WebGL constants

This module exports all webgl constants as single const exports. This allows better tree shaking and minification during bundling.

See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants for more information


Installation:

npm i @mundus/gl-constants

Usage:

import { GL_LINE_LOOP, GL_ALIASED_POINT_SIZE_RANGE } from '@mundus/gl-constants'

type GL_ENUM = number

Generic type for GL_xxx values

enum GL_ENUM_ENUM { ... }

All Webgl2 constants in a single enum.

NOTE: Use this only as a type or for debugging or tooling, enum values and enum names are not tree shakeable

const GL_ENUM_NAME: readonly string[]

The names of all webgl2 constants.

NOTE: Use this only as a type or for debugging or tooling, enum values and enum names are not tree shakeable

GL_ENUM_NAME.get(value: GL_ENUM | GL_ENUM_ENUM | GL_ENUM_NAME | string | null | undefined): GL_ENUM_NAME | undefined

Infers the name of a GL_ENUM constant, useful for debugging (print the name of a GL constant).

NOTE: Use this only as a type or for debugging or tooling, enum values and enum names are not tree shakeable

const GL_SIZE_OF_BYTE = 1

Size of one GL_BYTE or GL_UNSIGNED_BYTE in bytes

const GL_SIZE_OF_SHORT = 2

Size of one GL_BYTE or GL_UNSIGNED_BYTE in bytes

const GL_SIZE_OF_INT = 4

Size of GL_INT or GL_UNSIGNED_INT in bytes

const GL_SIZE_OF_FLOAT = 4

Size of GL_FLOAT in bytes

Clearing buffers

  • Constants passed to clear() to clear buffer masks.

const GL_DEPTH_BUFFER_BIT = 0x00000100

Passed to clear the current depth buffer.

const GL_STENCIL_BUFFER_BIT = 0x00000400

Passed to clear the current stencil buffer.

const GL_COLOR_BUFFER_BIT = 0x00004000

Passed to clear the current color buffer.


Rendering primitives


const GL_POINTS = 0x0000

Passed to drawElements or drawArrays to draw single points.

const GL_LINES = 0x0001

Passed to drawElements or drawArrays to draw lines. Each vertex connects to the one after it.

const GL_LINE_LOOP = 0x0002

Passed to drawElements or drawArrays to draw lines. Each set of two vertices is treated as a separate line segment.

const GL_LINE_STRIP = 0x0003

Passed to drawElements or drawArrays to draw a connected group of line segments from the first vertex to the last.

const GL_TRIANGLES = 0x0004

Passed to drawElements or drawArrays to draw triangles. Each set of three vertices creates a separate triangle.

const GL_TRIANGLE_STRIP = 0x0005

Passed to drawElements or drawArrays to draw a connected group of triangles.

const GL_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.


Blending modes


const GL_ZERO = 0

Passed to blendFunc or blendFuncSeparate to turn off a component.

const GL_ONE = 1

Passed to blendFunc or blendFuncSeparate to turn on a component.

const GL_SRC_COLOR = 0x0300

Passed to blendFunc or blendFuncSeparate to multiply a component by the source elements color.

const GL_ONE_MINUS_SRC_COLOR = 0x0301

Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source elements color.

const GL_SRC_ALPHA = 0x0302

Passed to blendFunc or blendFuncSeparate to multiply a component by the source's alpha.

const GL_ONE_MINUS_SRC_ALPHA = 0x0303

Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the source's alpha.

const GL_DST_ALPHA = 0x0304

Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's alpha.

const GL_ONE_MINUS_DST_ALPHA = 0x0305

Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's alpha.

const GL_DST_COLOR = 0x0306

Passed to blendFunc or blendFuncSeparate to multiply a component by the destination's color.

const GL_ONE_MINUS_DST_COLOR = 0x0307

Passed to blendFunc or blendFuncSeparate to multiply a component by one minus the destination's color.

const GL_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.

const GL_CONSTANT_COLOR = 0x8001

Passed to blendFunc or blendFuncSeparate to specify a constant color blend function.

const GL_ONE_MINUS_CONSTANT_COLOR = 0x8002

Passed to blendFunc or blendFuncSeparate to specify one minus a constant color blend function.

const GL_CONSTANT_ALPHA = 0x8003

Passed to blendFunc or blendFuncSeparate to specify a constant alpha blend function.

const GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004

Passed to blendFunc or blendFuncSeparate to specify one minus a constant alpha blend function.


Blending equations


const GL_FUNC_ADD = 0x8006

Passed to blendEquation or blendEquationSeparate to set an addition blend function.

const GL_FUNC_SUBTRACT = 0x800a

Passed to blendEquation or blendEquationSeparate to specify a subtraction blend function (source - destination).

const GL_FUNC_REVERSE_SUBTRACT = 0x800b

Passed to blendEquation or blendEquationSeparate to specify a reverse subtraction blend function (destination - source).


Getting GL parameter information

  • Constants passed to getParameter() to specify what information to return.

const GL_BLEND_EQUATION = 0x8009

Passed to getParameter to get the current RGB blend function.

const GL_BLEND_EQUATION_RGB = 0x8009

Passed to getParameter to get the current RGB blend function. Same as BLEND_EQUATION

const GL_BLEND_EQUATION_ALPHA = 0x883d

Passed to getParameter to get the current alpha blend function. Same as BLEND_EQUATION

const GL_BLEND_DST_RGB = 0x80c8

Passed to getParameter to get the current destination RGB blend function.

const GL_BLEND_SRC_RGB = 0x80c9

Passed to getParameter to get the current destination RGB blend function.

const GL_BLEND_DST_ALPHA = 0x80ca

Passed to getParameter to get the current destination alpha blend function.

const GL_BLEND_SRC_ALPHA = 0x80cb

Passed to getParameter to get the current source alpha blend function.

const GL_BLEND_COLOR = 0x8005

Passed to getParameter to return a the current blend color.

const GL_ARRAY_BUFFER_BINDING = 0x8894

Passed to getParameter to get the array buffer binding.

const GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895

Passed to getParameter to get the current element array buffer.

const GL_LINE_WIDTH = 0x0b21

Passed to getParameter to get the current lineWidth (set by the lineWidth method).

const GL_ALIASED_POINT_SIZE_RANGE = 0x846d

Passed to getParameter to get the current size of a point drawn with gl.POINTS

const GL_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.

const GL_CULL_FACE_MODE = 0x0b45

Passed to getParameter to get the current value of cullFace. Should return FRONT, BACK, or FRONT_AND_BACK

const GL_FRONT_FACE = 0x0b46

Passed to getParameter to determine the current value of frontFace. Should return CW or CCW.

const GL_DEPTH_RANGE = 0x0b70

Passed to getParameter to return a length-2 array of floats giving the current depth range.

const GL_DEPTH_WRITEMASK = 0x0b72

Passed to getParameter to determine if the depth write mask is enabled.

const GL_DEPTH_CLEAR_VALUE = 0x0b73

Passed to getParameter to determine the current depth clear value.

const GL_DEPTH_FUNC = 0x0b74

Passed to getParameter to get the current depth function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.

const GL_STENCIL_CLEAR_VALUE = 0x0b91

Passed to getParameter to get the value the stencil will be cleared to.

const GL_STENCIL_FUNC = 0x0b92

Passed to getParameter to get the current stencil function. Returns NEVER, ALWAYS, LESS, EQUAL, LEQUAL, GREATER, GEQUAL, or NOTEQUAL.

const GL_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.

const GL_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.

const GL_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.

const GL_STENCIL_REF = 0x0b97

Passed to getParameter to get the reference value used for stencil tests.

const GL_STENCIL_VALUE_MASK = 0x0b93

const GL_STENCIL_WRITEMASK = 0x0b98

const GL_STENCIL_BACK_FUNC = 0x8800

const GL_STENCIL_BACK_FAIL = 0x8801

const GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802

const GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803

const GL_STENCIL_BACK_REF = 0x8ca3

const GL_STENCIL_BACK_VALUE_MASK = 0x8ca4

const GL_STENCIL_BACK_WRITEMASK = 0x8ca5

const GL_VIEWPORT = 0x0ba2

Returns an Int32Array with four elements for the current viewport dimensions.

const GL_SCISSOR_BOX = 0x0c10

Returns an Int32Array with four elements for the current scissor box dimensions.

const GL_COLOR_CLEAR_VALUE = 0x0c22

const GL_COLOR_WRITEMASK = 0x0c23

const GL_UNPACK_ALIGNMENT = 0x0cf5

const GL_PACK_ALIGNMENT = 0x0d05

const GL_MAX_TEXTURE_SIZE = 0x0d33

const GL_MAX_VIEWPORT_DIMS = 0x0d3a

const GL_SUBPIXEL_BITS = 0x0d50

const GL_RED_BITS = 0x0d52

const GL_GREEN_BITS = 0x0d53

const GL_BLUE_BITS = 0x0d54

const GL_ALPHA_BITS = 0x0d55

const GL_DEPTH_BITS = 0x0d56

const GL_STENCIL_BITS = 0x0d57

const GL_POLYGON_OFFSET_UNITS = 0x2a00

const GL_POLYGON_OFFSET_FACTOR = 0x8038

const GL_TEXTURE_BINDING_2D = 0x8069

const GL_SAMPLE_BUFFERS = 0x80a8

const GL_SAMPLES = 0x80a9

const GL_SAMPLE_COVERAGE_VALUE = 0x80aa

const GL_SAMPLE_COVERAGE_INVERT = 0x80ab

const GL_COMPRESSED_TEXTURE_FORMATS = 0x86a3

const GL_VENDOR = 0x1f00

const GL_RENDERER = 0x1f01

const GL_VERSION = 0x1f02

const GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8b9a

const GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8b9b

const GL_BROWSER_DEFAULT_WEBGL = 0x9244


Buffers


const GL_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.

const GL_STREAM_DRAW = 0x88e0

Passed to bufferData as a hint about whether the contents of the buffer are likely to not be used often.

const GL_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.

const GL_ARRAY_BUFFER = 0x8892

Passed to bindBuffer or bufferData to specify the type of buffer being used.

const GL_ELEMENT_ARRAY_BUFFER = 0x8893

Passed to bindBuffer or bufferData to specify the type of buffer being used.

const GL_BUFFER_SIZE = 0x8764

Passed to getBufferParameter to get a buffer's size.

const GL_BUFFER_USAGE = 0x8765

Passed to getBufferParameter to get the hint for the buffer passed in when it was created.


Vertex attributes


const GL_CURRENT_VERTEX_ATTRIB = 0x8626

Passed to getVertexAttrib to read back the current vertex attribute.

const GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622

const GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623

const GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624

const GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625

const GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886a

const GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645

const GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889f


Culling


const GL_CULL_FACE = 0x0b44

Passed to enable/disable to turn on/off culling. Can also be used with getParameter to find the current culling method.

const GL_FRONT = 0x0404

Passed to cullFace to specify that only front faces should be culled.

const GL_BACK = 0x0405

Passed to cullFace to specify that only back faces should be culled.

const GL_FRONT_AND_BACK = 0x0408

Passed to cullFace to specify that front and back faces should be culled.


Enabling and disabling


const GL_BLEND = 0x0be2

Passed to enable/disable to turn on/off blending. Can also be used with getParameter to find the current blending method.

const GL_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.

const GL_DITHER = 0x0bd0

Passed to enable/disable to turn on/off dithering. Can also be used with getParameter to find the current dithering method.

const GL_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.

const GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809e

Passed to enable/disable to turn on/off the alpha to coverage. Used in multi-sampling alpha channels.

const GL_SAMPLE_COVERAGE = 0x80a0

Passed to enable/disable to turn on/off the sample coverage. Used in multi-sampling.

const GL_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.

const GL_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.


Errors


const GL_NO_ERROR = 0

Returned from getError.

const GL_INVALID_ENUM = 0x0500

Returned from getError.

const GL_INVALID_VALUE = 0x0501

Returned from getError.

const GL_INVALID_OPERATION = 0x0502

Returned from getError.

const GL_OUT_OF_MEMORY = 0x0505

Returned from getError.

const GL_CONTEXT_LOST_WEBGL = 0x9242

Returned from getError.


Front face directions


const GL_CW = 0x0900

Passed to frontFace to specify the front face of a polygon is drawn in the clockwise direction

const GL_CCW = 0x0901

Passed to frontFace to specify the front face of a polygon is drawn in the counter clockwise direction


Hints


const GL_DONT_CARE = 0x1100

There is no preference for this behavior.

const GL_FASTEST = 0x1101

The most efficient behavior should be used.

const GL_NICEST = 0x1102

The most correct or the highest quality option should be used.

const GL_GENERATE_MIPMAP_HINT = 0x8192

Hint for the quality of filtering when generating mipmap images with generateMipmap().


Data types


const GL_BYTE = 0x1400

const GL_UNSIGNED_BYTE = 0x1401

const GL_SHORT = 0x1402

const GL_UNSIGNED_SHORT = 0x1403

const GL_INT = 0x1404

const GL_UNSIGNED_INT = 0x1405

const GL_FLOAT = 0x1406


Pixel formats


const GL_DEPTH_COMPONENT = 0x1902

const GL_ALPHA = 0x1906

const GL_RGB = 0x1907

const GL_RGBA = 0x1908

const GL_LUMINANCE = 0x1909

const GL_LUMINANCE_ALPHA = 0x190a


Pixel types


const GL_UNSIGNED_BYTE = 0x1401

const GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033

const GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034

const GL_UNSIGNED_SHORT_5_6_5 = 0x8363


Shaders


const GL_FRAGMENT_SHADER = 0x8b30

Passed to createShader to define a fragment shader.

const GL_VERTEX_SHADER = 0x8b31

Passed to createShader to define a vertex shader

const GL_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

const GL_DELETE_STATUS = 0x8b80

Passed to getShaderParameter to determine if a shader was deleted via deleteShader. Returns true if it was, false otherwise.

const GL_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.

const GL_VALIDATE_STATUS = 0x8b83

Passed to getProgramParameter after calling validateProgram to determine if it is valid. Returns false if errors were found.

const GL_ATTACHED_SHADERS = 0x8b85

Passed to getProgramParameter after calling attachShader to determine if the shader was attached correctly. Returns false if errors occurred.

const GL_ACTIVE_ATTRIBUTES = 0x8b89

Passed to getProgramParameter to get the number of attributes active in a program.

const GL_ACTIVE_UNIFORMS = 0x8b86

Passed to getProgramParameter to get the number of uniforms active in a program.

const GL_MAX_VERTEX_ATTRIBS = 0x8869

The maximum number of entries possible in the vertex attribute list.

const GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8dfb

const GL_MAX_VARYING_VECTORS = 0x8dfc

const GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8b4d

const GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8b4c

const GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872

Implementation dependent number of maximum texture units. At least 8.

const GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8dfd

const GL_SHADER_TYPE = 0x8b4f

const GL_SHADING_LANGUAGE_VERSION = 0x8b8c

const GL_CURRENT_PROGRAM = 0x8b8d


Depth or stencil tests


const GL_NEVER = 0x0200

Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn.

const GL_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.

const GL_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.

const GL_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.

const GL_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.

const GL_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.

const GL_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.

const GL_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.


Stencil actions


const GL_KEEP = 0x1e00

const GL_REPLACE = 0x1e01

const GL_INCR = 0x1e02

const GL_DECR = 0x1e03

const GL_INVERT = 0x150a

const GL_INCR_WRAP = 0x8507

const GL_DECR_WRAP = 0x8508


Textures


const GL_NEAREST = 0x2600

const GL_LINEAR = 0x2601

const GL_NEAREST_MIPMAP_NEAREST = 0x2700

const GL_LINEAR_MIPMAP_NEAREST = 0x2701

const GL_NEAREST_MIPMAP_LINEAR = 0x2702

const GL_LINEAR_MIPMAP_LINEAR = 0x2703

const GL_TEXTURE_MAG_FILTER = 0x2800

const GL_TEXTURE_MIN_FILTER = 0x2801

const GL_TEXTURE_WRAP_S = 0x2802

const GL_TEXTURE_WRAP_T = 0x2803

const GL_TEXTURE_2D = 0x0de1

const GL_TEXTURE = 0x1702

const GL_TEXTURE_CUBE_MAP = 0x8513

const GL_TEXTURE_BINDING_CUBE_MAP = 0x8514

const GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515

const GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516

const GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517

const GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518

const GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519

const GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a

const GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851c

const GL_ACTIVE_TEXTURE = 0x84e0

The current active texture unit.

const GL_REPEAT = 0x2901

const GL_CLAMP_TO_EDGE = 0x812f

const GL_MIRRORED_REPEAT = 0x8370


Uniform types


const GL_FLOAT_VEC2 = 0x8b50

const GL_FLOAT_VEC3 = 0x8b51

const GL_FLOAT_VEC4 = 0x8b52

const GL_INT_VEC2 = 0x8b53

const GL_INT_VEC3 = 0x8b54

const GL_INT_VEC4 = 0x8b55

const GL_BOOL = 0x8b56

const GL_BOOL_VEC2 = 0x8b57

const GL_BOOL_VEC3 = 0x8b58

const GL_BOOL_VEC4 = 0x8b59

const GL_FLOAT_MAT2 = 0x8b5a

const GL_FLOAT_MAT3 = 0x8b5b

const GL_FLOAT_MAT4 = 0x8b5c

const GL_SAMPLER_2D = 0x8b5e

const GL_SAMPLER_CUBE = 0x8b60


Shader precision-specified types


const GL_LOW_FLOAT = 0x8df0

const GL_MEDIUM_FLOAT = 0x8df1

const GL_HIGH_FLOAT = 0x8df2

const GL_LOW_INT = 0x8df3

const GL_MEDIUM_INT = 0x8df4

const GL_HIGH_INT = 0x8df5


Framebuffers and renderbuffers


const GL_FRAMEBUFFER = 0x8d40

const GL_RENDERBUFFER = 0x8d41

const GL_RGBA4 = 0x8056

const GL_RGB5_A1 = 0x8057

const GL_RGB565 = 0x8d62

const GL_DEPTH_COMPONENT16 = 0x81a5

const GL_STENCIL_INDEX8 = 0x8d48

const GL_DEPTH_STENCIL = 0x84f9

const GL_RENDERBUFFER_WIDTH = 0x8d42

const GL_RENDERBUFFER_HEIGHT = 0x8d43

const GL_RENDERBUFFER_INTERNAL_FORMAT = 0x8d44

const GL_RENDERBUFFER_RED_SIZE = 0x8d50

const GL_RENDERBUFFER_GREEN_SIZE = 0x8d51

const GL_RENDERBUFFER_BLUE_SIZE = 0x8d52

const GL_RENDERBUFFER_ALPHA_SIZE = 0x8d53

const GL_RENDERBUFFER_DEPTH_SIZE = 0x8d54

const GL_RENDERBUFFER_STENCIL_SIZE = 0x8d55

const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8cd0

const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8cd1

const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8cd2

const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8cd3

const GL_COLOR_ATTACHMENT0 = 0x8ce0

const GL_DEPTH_ATTACHMENT = 0x8d00

const GL_STENCIL_ATTACHMENT = 0x8d20

const GL_DEPTH_STENCIL_ATTACHMENT = 0x821a

const GL_NONE = 0

const GL_FRAMEBUFFER_COMPLETE = 0x8cd5

const GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8cd6

const GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8cd7

const GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8cd9

const GL_FRAMEBUFFER_UNSUPPORTED = 0x8cdd

const GL_FRAMEBUFFER_BINDING = 0x8ca6

const GL_RENDERBUFFER_BINDING = 0x8ca7

const GL_MAX_RENDERBUFFER_SIZE = 0x84e8

const GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506


Pixel storage modes


const GL_UNPACK_FLIP_Y_WEBGL = 0x9240

const GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241

const GL_UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243


Getting GL parameter information

  • Constants passed to getParameter() to specify what information to return.

const GL_READ_BUFFER = 0x0c02

const GL_UNPACK_ROW_LENGTH = 0x0cf2

const GL_UNPACK_SKIP_ROWS = 0x0cf3

const GL_UNPACK_SKIP_PIXELS = 0x0cf4

const GL_PACK_ROW_LENGTH = 0x0d02

const GL_PACK_SKIP_ROWS = 0x0d03

const GL_PACK_SKIP_PIXELS = 0x0d04

const GL_TEXTURE_BINDING_3D = 0x806a

const GL_UNPACK_SKIP_IMAGES = 0x806d

const GL_UNPACK_IMAGE_HEIGHT = 0x806e

const GL_MAX_3D_TEXTURE_SIZE = 0x8073

const GL_MAX_ELEMENTS_VERTICES = 0x80e8

const GL_MAX_ELEMENTS_INDICES = 0x80e9

const GL_MAX_TEXTURE_LOD_BIAS = 0x84fd

const GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8b49

const GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8b4a

const GL_MAX_ARRAY_TEXTURE_LAYERS = 0x88ff

const GL_MIN_PROGRAM_TEXEL_OFFSET = 0x8904

const GL_MAX_PROGRAM_TEXEL_OFFSET = 0x8905

const GL_MAX_VARYING_COMPONENTS = 0x8b4b

const GL_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8b8b

const GL_RASTERIZER_DISCARD = 0x8c89

const GL_VERTEX_ARRAY_BINDING = 0x85b5

const GL_MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122

const GL_MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125

const GL_MAX_SERVER_WAIT_TIMEOUT = 0x9111

const GL_MAX_ELEMENT_INDEX = 0x8d6b


Textures


const GL_RED = 0x1903

const GL_RGB8 = 0x8051

const GL_RGBA8 = 0x8058

const GL_RGB10_A2 = 0x8059

const GL_TEXTURE_3D = 0x806f

const GL_TEXTURE_WRAP_R = 0x8072

const GL_TEXTURE_MIN_LOD = 0x813a

const GL_TEXTURE_MAX_LOD = 0x813b

const GL_TEXTURE_BASE_LEVEL = 0x813c

const GL_TEXTURE_MAX_LEVEL = 0x813d

const GL_TEXTURE_COMPARE_MODE = 0x884c

const GL_TEXTURE_COMPARE_FUNC = 0x884d

const GL_SRGB = 0x8c40

const GL_SRGB8 = 0x8c41

const GL_SRGB8_ALPHA8 = 0x8c43

const GL_COMPARE_REF_TO_TEXTURE = 0x884e

const GL_RGBA32F = 0x8814

const GL_RGB32F = 0x8815

const GL_RGBA16F = 0x881a

const GL_RGB16F = 0x881b

const GL_TEXTURE_2D_ARRAY = 0x8c1a

const GL_TEXTURE_BINDING_2D_ARRAY = 0x8c1d

const GL_R11F_G11F_B10F = 0x8c3a

const GL_RGB9_E5 = 0x8c3d

const GL_RGBA32UI = 0x8d70

const GL_RGB32UI = 0x8d71

const GL_RGBA16UI = 0x8d76

const GL_RGB16UI = 0x8d77

const GL_RGBA8UI = 0x8d7c

const GL_RGB8UI = 0x8d7d

const GL_RGBA32I = 0x8d82

const GL_RGB32I = 0x8d83

const GL_RGBA16I = 0x8d88

const GL_RGB16I = 0x8d89

const GL_RGBA8I = 0x8d8e

const GL_RGB8I = 0x8d8f

const GL_RED_INTEGER = 0x8d94

const GL_RGB_INTEGER = 0x8d98

const GL_RGBA_INTEGER = 0x8d99

const GL_R8 = 0x8229

const GL_RG8 = 0x822b

const GL_R16F = 0x822d

const GL_R32F = 0x822e

const GL_RG16F = 0x822f

const GL_RG32F = 0x8230

const GL_R8I = 0x8231

const GL_R8UI = 0x8232

const GL_R16I = 0x8233

const GL_R16UI = 0x8234

const GL_R32I = 0x8235

const GL_R32UI = 0x8236

const GL_RG8I = 0x8237

const GL_RG8UI = 0x8238

const GL_RG16I = 0x8239

const GL_RG16UI = 0x823a

const GL_RG32I = 0x823b

const GL_RG32UI = 0x823c

const GL_R8_SNORM = 0x8f94

const GL_RG8_SNORM = 0x8f95

const GL_RGB8_SNORM = 0x8f96

const GL_RGBA8_SNORM = 0x8f97

const GL_RGB10_A2UI = 0x906f

const GL_TEXTURE_IMMUTABLE_FORMAT = 0x912f

const GL_TEXTURE_IMMUTABLE_LEVELS = 0x82df


Pixel types


const GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368

const GL_UNSIGNED_INT_10F_11F_11F_REV = 0x8c3b

const GL_UNSIGNED_INT_5_9_9_9_REV = 0x8c3e

const GL_FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8dad

const GL_UNSIGNED_INT_24_8 = 0x84fa

const GL_HALF_FLOAT = 0x140b

const GL_RG = 0x8227

const GL_RG_INTEGER = 0x8228

const GL_INT_2_10_10_10_REV = 0x8d9f


Queries


const GL_CURRENT_QUERY = 0x8865

const GL_QUERY_RESULT = 0x8866

const GL_QUERY_RESULT_AVAILABLE = 0x8867

const GL_ANY_SAMPLES_PASSED = 0x8c2f

const GL_ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8d6a


Draw buffers


const GL_MAX_DRAW_BUFFERS = 0x8824

const GL_DRAW_BUFFER0 = 0x8825

const GL_DRAW_BUFFER1 = 0x8826

const GL_DRAW_BUFFER2 = 0x8827

const GL_DRAW_BUFFER3 = 0x8828

const GL_DRAW_BUFFER4 = 0x8829

const GL_DRAW_BUFFER5 = 0x882a

const GL_DRAW_BUFFER6 = 0x882b

const GL_DRAW_BUFFER7 = 0x882c

const GL_DRAW_BUFFER8 = 0x882d

const GL_DRAW_BUFFER9 = 0x882e

const GL_DRAW_BUFFER10 = 0x882f

const GL_DRAW_BUFFER11 = 0x8830

const GL_DRAW_BUFFER12 = 0x8831

const GL_DRAW_BUFFER13 = 0x8832

const GL_DRAW_BUFFER14 = 0x8833

const GL_DRAW_BUFFER15 = 0x8834

const GL_MAX_COLOR_ATTACHMENTS = 0x8cdf

const GL_COLOR_ATTACHMENT1 = 0x8ce1

const GL_COLOR_ATTACHMENT2 = 0x8ce2

const GL_COLOR_ATTACHMENT3 = 0x8ce3

const GL_COLOR_ATTACHMENT4 = 0x8ce4

const GL_COLOR_ATTACHMENT5 = 0x8ce5

const GL_COLOR_ATTACHMENT6 = 0x8ce6

const GL_COLOR_ATTACHMENT7 = 0x8ce7

const GL_COLOR_ATTACHMENT8 = 0x8ce8

const GL_COLOR_ATTACHMENT9 = 0x8ce9

const GL_COLOR_ATTACHMENT10 = 0x8cea

const GL_COLOR_ATTACHMENT11 = 0x8ceb

const GL_COLOR_ATTACHMENT12 = 0x8cec

const GL_COLOR_ATTACHMENT13 = 0x8ced

const GL_COLOR_ATTACHMENT14 = 0x8cee

const GL_COLOR_ATTACHMENT15 = 0x8cef


Samplers


const GL_SAMPLER_3D = 0x8b5f

const GL_SAMPLER_2D_SHADOW = 0x8b62

const GL_SAMPLER_2D_ARRAY = 0x8dc1

const GL_SAMPLER_2D_ARRAY_SHADOW = 0x8dc4

const GL_SAMPLER_CUBE_SHADOW = 0x8dc5

const GL_INT_SAMPLER_2D = 0x8dca

const GL_INT_SAMPLER_3D = 0x8dcb

const GL_INT_SAMPLER_CUBE = 0x8dcc

const GL_INT_SAMPLER_2D_ARRAY = 0x8dcf

const GL_UNSIGNED_INT_SAMPLER_2D = 0x8dd2

const GL_UNSIGNED_INT_SAMPLER_3D = 0x8dd3

const GL_UNSIGNED_INT_SAMPLER_CUBE = 0x8dd4

const GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8dd7

const GL_MAX_SAMPLES = 0x8d57

const GL_SAMPLER_BINDING = 0x8919


Buffers


const GL_PIXEL_PACK_BUFFER = 0x88eb

const GL_PIXEL_UNPACK_BUFFER = 0x88ec

const GL_PIXEL_PACK_BUFFER_BINDING = 0x88ed

const GL_PIXEL_UNPACK_BUFFER_BINDING = 0x88ef

const GL_COPY_READ_BUFFER = 0x8f36

const GL_COPY_WRITE_BUFFER = 0x8f37

const GL_COPY_READ_BUFFER_BINDING = 0x8f36

const GL_COPY_WRITE_BUFFER_BINDING = 0x8f37


Data types


const GL_FLOAT_MAT2x3 = 0x8b65

const GL_FLOAT_MAT2x4 = 0x8b66

const GL_FLOAT_MAT3x2 = 0x8b67

const GL_FLOAT_MAT3x4 = 0x8b68

const GL_FLOAT_MAT4x2 = 0x8b69

const GL_FLOAT_MAT4x3 = 0x8b6a

const GL_UNSIGNED_INT_VEC2 = 0x8dc6

const GL_UNSIGNED_INT_VEC3 = 0x8dc7

const GL_UNSIGNED_INT_VEC4 = 0x8dc8

const GL_UNSIGNED_NORMALIZED = 0x8c17

const GL_SIGNED_NORMALIZED = 0x8f9c


Vertex attributes


const GL_VERTEX_ATTRIB_ARRAY_INTEGER = 0x88fd

const GL_VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88fe


Transform feedback


const GL_TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8c7f

const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8c80

const GL_TRANSFORM_FEEDBACK_VARYINGS = 0x8c83

const GL_TRANSFORM_FEEDBACK_BUFFER_START = 0x8c84

const GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8c85

const GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8c88

const GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8c8a

const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8c8b

const GL_INTERLEAVED_ATTRIBS = 0x8c8c

const GL_SEPARATE_ATTRIBS = 0x8c8d

const GL_TRANSFORM_FEEDBACK_BUFFER = 0x8c8e

const GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8c8f

const GL_TRANSFORM_FEEDBACK = 0x8e22

const GL_TRANSFORM_FEEDBACK_PAUSED = 0x8e23

const GL_TRANSFORM_FEEDBACK_ACTIVE = 0x8e24

const GL_TRANSFORM_FEEDBACK_BINDING = 0x8e25


Framebuffers and renderbuffers


const GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210

const GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211

const GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212

const GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213

const GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214

const GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215

const GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216

const GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217

const GL_FRAMEBUFFER_DEFAULT = 0x8218

const GL_DEPTH_STENCIL_ATTACHMENT = 0x821a

const GL_DEPTH_STENCIL = 0x84f9

const GL_DEPTH24_STENCIL8 = 0x88f0

const GL_DRAW_FRAMEBUFFER_BINDING = 0x8ca6

const GL_READ_FRAMEBUFFER = 0x8ca8

const GL_DRAW_FRAMEBUFFER = 0x8ca9

const GL_READ_FRAMEBUFFER_BINDING = 0x8caa

const GL_RENDERBUFFER_SAMPLES = 0x8cab

const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8cd4

const GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8d56


Uniforms


const GL_UNIFORM_BUFFER = 0x8a11

const GL_UNIFORM_BUFFER_BINDING = 0x8a28

const GL_UNIFORM_BUFFER_START = 0x8a29

const GL_UNIFORM_BUFFER_SIZE = 0x8a2a

const GL_MAX_VERTEX_UNIFORM_BLOCKS = 0x8a2b

const GL_MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8a2d

const GL_MAX_COMBINED_UNIFORM_BLOCKS = 0x8a2e

const GL_MAX_UNIFORM_BUFFER_BINDINGS = 0x8a2f

const GL_MAX_UNIFORM_BLOCK_SIZE = 0x8a30

const GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8a31

const GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8a33

const GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8a34

const GL_ACTIVE_UNIFORM_BLOCKS = 0x8a36

const GL_UNIFORM_TYPE = 0x8a37

const GL_UNIFORM_SIZE = 0x8a38

const GL_UNIFORM_BLOCK_INDEX = 0x8a3a

const GL_UNIFORM_OFFSET = 0x8a3b

const GL_UNIFORM_ARRAY_STRIDE = 0x8a3c

const GL_UNIFORM_MATRIX_STRIDE = 0x8a3d

const GL_UNIFORM_IS_ROW_MAJOR = 0x8a3e

const GL_UNIFORM_BLOCK_BINDING = 0x8a3f

const GL_UNIFORM_BLOCK_DATA_SIZE = 0x8a40

const GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8a42

const GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43

const GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44

const GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46


Sync objects


const GL_OBJECT_TYPE = 0x9112

const GL_SYNC_CONDITION = 0x9113

const GL_SYNC_STATUS = 0x9114

const GL_SYNC_FLAGS = 0x9115

const GL_SYNC_FENCE = 0x9116

const GL_SYNC_GPU_COMMANDS_COMPLETE = 0x9117

const GL_UNSIGNALED = 0x9118

const GL_SIGNALED = 0x9119

const GL_ALREADY_SIGNALED = 0x911a

const GL_TIMEOUT_EXPIRED = 0x911b

const GL_CONDITION_SATISFIED = 0x911c

const GL_WAIT_FAILED = 0x911d

const GL_SYNC_FLUSH_COMMANDS_BIT = 0x00000001


Miscellaneous constants


const GL_COLOR = 0x1800

const GL_DEPTH = 0x1801

const GL_STENCIL = 0x1802

const GL_MIN = 0x8007

const GL_MAX = 0x8008

const GL_DEPTH_COMPONENT24 = 0x81a6

const GL_STREAM_READ = 0x88e1

const GL_STREAM_COPY = 0x88e2

const GL_STATIC_READ = 0x88e5

const GL_STATIC_COPY = 0x88e6

const GL_DYNAMIC_READ = 0x88e9

const GL_DYNAMIC_COPY = 0x88ea

const GL_DEPTH_COMPONENT32F = 0x8cac

const GL_DEPTH32F_STENCIL8 = 0x8cad

const GL_INVALID_INDEX = 0xffffffff

const GL_TIMEOUT_IGNORED = -1

const GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247


ANGLE_instanced_arrays


const GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88fe

Describes the frequency divisor used for instanced rendering.


WEBGL_debug_renderer_info


const GL_UNMASKED_VENDOR_WEBGL = 0x9245

Passed to getParameter to get the vendor string of the graphics driver.

const GL_UNMASKED_RENDERER_WEBGL = 0x9246

Passed to getParameter to get the renderer string of the graphics driver.


EXT_texture_filter_anisotropic


const GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84ff

Returns the maximum available anisotropy.

const GL_TEXTURE_MAX_ANISOTROPY_EXT = 0x84fe

Passed to texParameter to set the desired maximum anisotropy for a texture.


WEBGL_compressed_texture_s3tc


const GL_COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83f0

A DXT1-compressed image in an RGB image format.

const GL_COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83f1

A DXT1-compressed image in an RGB image format with a simple on/off alpha value.

const GL_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.

const GL_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.


WEBGL_compressed_texture_etc


const GL_COMPRESSED_R11_EAC = 0x9270

One-channel (red) unsigned format compression.

const GL_COMPRESSED_SIGNED_R11_EAC = 0x9271

One-channel (red) signed format compression.

const GL_COMPRESSED_RG11_EAC = 0x9272

Two-channel (red and green) unsigned format compression.

const GL_COMPRESSED_SIGNED_RG11_EAC = 0x9273

Two-channel (red and green) signed format compression.

const GL_COMPRESSED_RGB8_ETC2 = 0x9274

Compresses RBG8 data with no alpha channel.

const GL_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.

const GL_COMPRESSED_SRGB8_ETC2 = 0x9276

Compresses sRBG8 data with no alpha channel.

const GL_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.

const GL_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.

const GL_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.


WEBGL_compressed_texture_pvrtc


const GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8c00

RGB compression in 4-bit mode. One block for each 4×4 pixels.

const GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8c02

RGBA compression in 4-bit mode. One block for each 4×4 pixels.

const GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8c01

RGB compression in 2-bit mode. One block for each 8×4 pixels.

const GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8c03

RGBA compression in 2-bit mode. One block for each 8×4 pixe


WEBGL_compressed_texture_etc1


const GL_COMPRESSED_RGB_ETC1_WEBGL = 0x8d64

Compresses 24-bit RGB data with no alpha channel.


WEBGL_depth_texture


const GL_UNSIGNED_INT_24_8_WEBGL = 0x84fa

Unsigned integer type for 24-bit depth texture data.


OES_texture_half_float


const GL_HALF_FLOAT_OES = 0x8d61

Half floating-point type (16-bit).


WEBGL_color_buffer_float


const GL_RGBA32F_EXT = 0x8814

RGBA 32-bit floating-point color-renderable format.

const GL_RGB32F_EXT = 0x8815

RGB 32-bit floating-point color-renderable format.

const GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT = 0x8211

const GL_UNSIGNED_NORMALIZED_EXT = 0x8c17


EXT_blend_minmax


const GL_MIN_EXT = 0x8007

Produces the minimum color components of the source and destination colors.

const GL_MAX_EXT = 0x8008

Produces the maximum color components of the source and destination colors.


EXT_sRGB


const GL_SRGB_EXT = 0x8c40

Unsized sRGB format that leaves the precision up to the driver.

const GL_SRGB_ALPHA_EXT = 0x8c42

Unsized sRGB format with unsized alpha component.

const GL_SRGB8_ALPHA8_EXT = 0x8c43

Sized (8-bit) sRGB and alpha formats.

const GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT = 0x8210

Returns the framebuffer color encoding.


OES_standard_derivatives


const GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES = 0x8b8b

Indicates the accuracy of the derivative calculation for the GLSL built-in functions: dFdx, dFdy, and fwidth.


WEBGL_draw_buffers


const GL_COLOR_ATTACHMENT0_WEBGL = 0x8ce0

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT1_WEBGL = 0x8ce1

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT2_WEBGL = 0x8ce2

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT3_WEBGL = 0x8ce3

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT4_WEBGL = 0x8ce4

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT5_WEBGL = 0x8ce5

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT6_WEBGL = 0x8ce6

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT7_WEBGL = 0x8ce7

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT8_WEBGL = 0x8ce8

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT9_WEBGL = 0x8ce9

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT10_WEBGL = 0x8cea

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT11_WEBGL = 0x8ceb

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT12_WEBGL = 0x8cec

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT13_WEBGL = 0x8ced

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT14_WEBGL = 0x8cee

Framebuffer color attachment point

const GL_COLOR_ATTACHMENT15_WEBGL = 0x8cef

Framebuffer color attachment point

const GL_DRAW_BUFFER0_WEBGL = 0x8825

Draw buffer

const GL_DRAW_BUFFER1_WEBGL = 0x8826

Draw buffer

const GL_DRAW_BUFFER2_WEBGL = 0x8827

Draw buffer

const GL_DRAW_BUFFER3_WEBGL = 0x8828

Draw buffer

const GL_DRAW_BUFFER4_WEBGL = 0x8829

Draw buffer

const GL_DRAW_BUFFER5_WEBGL = 0x882a

Draw buffer

const GL_DRAW_BUFFER6_WEBGL = 0x882b

Draw buffer

const GL_DRAW_BUFFER7_WEBGL = 0x882c

Draw buffer

const GL_DRAW_BUFFER8_WEBGL = 0x882d

Draw buffer

const GL_DRAW_BUFFER9_WEBGL = 0x882e

Draw buffer

const GL_DRAW_BUFFER10_WEBGL = 0x882f

Draw buffer

const GL_DRAW_BUFFER11_WEBGL = 0x8830

Draw buffer

const GL_DRAW_BUFFER12_WEBGL = 0x8831

Draw buffer

const GL_DRAW_BUFFER13_WEBGL = 0x8832

Draw buffer

const GL_DRAW_BUFFER14_WEBGL = 0x8833

Draw buffer

const GL_DRAW_BUFFER15_WEBGL = 0x8834

Draw buffer

const GL_MAX_COLOR_ATTACHMENTS_WEBGL = 0x8cdf

Maximum number of framebuffer color attachment points

const GL_MAX_DRAW_BUFFERS_WEBGL = 0x8824

Maximum number of draw buffers


OES_vertex_array_object


const GL_VERTEX_ARRAY_BINDING_OES = 0x85b5

The bound vertex array object (VAO).


EXT_disjoint_timer_query


const GL_QUERY_COUNTER_BITS_EXT = 0x8864

The number of bits used to hold the query result for the given target.

const GL_CURRENT_QUERY_EXT = 0x8865

The currently active query.

const GL_QUERY_RESULT_EXT = 0x8866

The query result.

const GL_QUERY_RESULT_AVAILABLE_EXT = 0x8867

A Boolean indicating whether or not a query result is available.

const GL_TIME_ELAPSED_EXT = 0x88bf

Elapsed time (in nanoseconds).

const GL_TIMESTAMP_EXT = 0x8e28

The current time.

const GL_GPU_DISJOINT_EXT = 0x8fbb

A Boolean indicating whether or not the GPU performed any disjoint operation.

License

This package:

MIT License
Copyright (c) 2022 Salvatore Previti

Documentation and list of constants from MDN

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