/* ----------------------------------------------------------------------------
 * This file was automatically generated by SWIG (http://www.swig.org).
 * Version 3.0.9
 *
 * This file is not intended to be easily readable and contains a number of
 * coding conventions designed to improve portability and efficiency. Do not make
 * changes to this file unless you know what you are doing--modify the SWIG
 * interface file instead.
 * ----------------------------------------------------------------------------- */
#include <stdio.h>
#include <string.h>
#include <stddef.h>
#include <math.h> /* required for special case floating point output */

// Do not edit below this line
// end-of-default-includes


#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#ifdef __gnu_linux__
#undef stderr
extern struct _IO_FILE *stderr;
#endif

typedef enum{ NONE = -1, GFORTH = 0, SWIFTFORTH, VFX } SwigTargetSystem;
SwigTargetSystem swigTargetSystem = NONE;

unsigned char swigPrintStackComments = 1;

/* comments */
void swigNewline()
{
	printf( "\n" );
}

void swigComment( char *comment )
{
	printf( "\\ %s", comment );
}

/* generic print */
void swigPrint( char* gforth, char *swiftForth, char *vfx )
{
	if( swigTargetSystem == GFORTH )
		printf( "%s", gforth );
	else if( swigTargetSystem == SWIFTFORTH )
		printf( "%s", swiftForth );
	else if( swigTargetSystem == VFX )
		printf( "%s", vfx );
	printf( "\n" );
}
void swigPrintSystem( SwigTargetSystem targetSystem, char *text )
{
	if( targetSystem == swigTargetSystem )
	    printf( "%s\n", text );
}

/* constants */
void swigIntConstant( long constant, char *name )
{
	printf( "#%ld\tconstant %s\n", constant, name );
}

void swigUnsignedIntConstant( unsigned long constant, char *name )
{
	printf( "#%lu\tconstant %s\n", constant, name );
}

void swigLongConstant( long long constant, char *name )
{
	printf( "#%lld.\t2constant %s\n", constant, name );
}

void swigUnsignedLongConstant( unsigned long long constant, char *name )
{
	printf( "#%llu.\t2constant %s\n", constant, name );
}

void swigFloatConstant( double constant, char *name )
{
	char buffer[128];
	sprintf( buffer, "%f", constant );

	/* if the constant contains no exponent, add one */
	char *s;
	for( s = buffer; *s != 0; s++ )
		if( *s == 'e' || *s == 'E' )
			break;

	/* exponent found */
	if( *s != 0 )
		printf( "%s\tfconstant %s\n", buffer, name );
	/* no exponent */
	else {
		/* special class? */
		int class = fpclassify( constant );
		if( class == FP_INFINITE )
			printf( "%sInf\tfconstant %s\n", constant < 0.0f ? "-" : "+", name );
		else if( class == FP_NAN )
			printf( "NaN\tfconstant %s\n", name );
		else
			/* treat as generic float */
			printf( "%se0\tfconstant %s\n", buffer, name );
        }
}

void swigStringConstant( char* constant, char *name )
{
	char c;
	printf( ": %s s\\\" ", name );
	while(( c = *constant++ ))
	{
		switch(c)
		{
			case '\b': printf( "\\b" ); break;
			case '\n': printf( "\\n" ); break;
			case '\f': printf( "\\f" ); break;
			case '\r': printf( "\\r" ); break;
			case '\t': printf( "\\t" ); break;
			case '"' : printf( "\\q" ); break;
			default:
				if(c < 0x20)
					printf("\\x%02x", c);
				else
					printf("%c", c); break;
		}
	}
	printf(	"\" ;\n" );
}

/* structs */
void swigStructField( char *name, size_t offset, size_t size )
{
	printf( "\tdrop %zu %zu +field %s\n", offset, size, name );
}

/* functions */
void swigFunction( char* gforth, char *swiftForth, char *vfx, char *stackComment )
{
	if( swigTargetSystem == GFORTH )
		printf( "%s", gforth );
	else if( swigTargetSystem == SWIFTFORTH )
		printf( "%s", swiftForth );
	else if( swigTargetSystem == VFX )
		printf( "%s", vfx );

	if( swigPrintStackComments )
		printf( "%s", stackComment );

	printf( "\n" );
}

/* function pointers */
void swigFunctionPointer( char* gforth, char *swiftForth, char *vfx, char *stackComment )
{
	swigFunction( gforth, swiftForth, vfx, stackComment );
}

/* callbacks */
void swigCallback( char* gforth, char *swiftForth, char *vfx, char *stackComment )
{
	swigFunction( gforth, swiftForth, vfx, stackComment );
}

void swigUsage( char **argv )
{
	fprintf( stderr, "Usage: %s [-gforth|-swiftforth|-vfx]\n", argv[0] );
}

int main( int argc, char **argv )
{
	int i;

	/* check arguments */
	for( i = 1; i < argc; i++ )
		if( strcmp( argv[i], "-gforth" ) == 0 )
			swigTargetSystem = GFORTH;
		else if( strcmp( argv[i], "-swiftforth" ) == 0 )
			swigTargetSystem = SWIFTFORTH;
		else if( strcmp( argv[i], "-vfx" ) == 0 )
			swigTargetSystem = VFX;

	if( swigTargetSystem == NONE )
	{
		fprintf( stderr, "Error: no target system specified\n" );
		swigUsage( argv );
		return 1;
	}

	/* primer */
	printf( "\\ This file has been generated using SWIG and fsi,\n"
		"\\ and is already platform dependent, search for the corresponding\n"
		"\\ fsi-file to compile it where no one has compiled it before ;)\n"
		"\\ Forth systems have their own own dynamic loader and don't need addional C-Code.\n"
		"\\ That's why this file will just print normal forth-code once compiled\n"
		"\\ and can be used directly with include or require.\n"
		"\\ As all comments are stripped during the compilation, please\n"
		"\\ insert the copyright notice of the original file here.\n"
	);



	swigNewline();

	swigComment("----===< prefix >===-----\n");

	swigPrint( "c-library gles\ns\" GLESv2\" add-lib\n\\c #include <GLES2/gl2.h>\n\\c #include <GLES2/gl2ext.h>\n\\c #ifdef __gnu_linux__\n\\c #undef stderr\n\\c extern struct _IO_FILE *stderr;\n\\c #endif", "( none )", "( none )" );

	swigNewline();

	swigComment("----===< int constants >===-----\n");
	#ifdef __gles2_gl2_h_
		swigIntConstant( __gles2_gl2_h_, "__gles2_gl2_h_" );
	#endif
	#ifdef GL_GLES_PROTOTYPES
		swigIntConstant( GL_GLES_PROTOTYPES, "GL_GLES_PROTOTYPES" );
	#endif
	#ifdef GL_ES_VERSION_2_0
		swigIntConstant( GL_ES_VERSION_2_0, "GL_ES_VERSION_2_0" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT
		swigIntConstant( GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT
		swigIntConstant( GL_STENCIL_BUFFER_BIT, "GL_STENCIL_BUFFER_BIT" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT
		swigIntConstant( GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT" );
	#endif
	#ifdef GL_FALSE
		swigIntConstant( GL_FALSE, "GL_FALSE" );
	#endif
	#ifdef GL_TRUE
		swigIntConstant( GL_TRUE, "GL_TRUE" );
	#endif
	#ifdef GL_POINTS
		swigIntConstant( GL_POINTS, "GL_POINTS" );
	#endif
	#ifdef GL_LINES
		swigIntConstant( GL_LINES, "GL_LINES" );
	#endif
	#ifdef GL_LINE_LOOP
		swigIntConstant( GL_LINE_LOOP, "GL_LINE_LOOP" );
	#endif
	#ifdef GL_LINE_STRIP
		swigIntConstant( GL_LINE_STRIP, "GL_LINE_STRIP" );
	#endif
	#ifdef GL_TRIANGLES
		swigIntConstant( GL_TRIANGLES, "GL_TRIANGLES" );
	#endif
	#ifdef GL_TRIANGLE_STRIP
		swigIntConstant( GL_TRIANGLE_STRIP, "GL_TRIANGLE_STRIP" );
	#endif
	#ifdef GL_TRIANGLE_FAN
		swigIntConstant( GL_TRIANGLE_FAN, "GL_TRIANGLE_FAN" );
	#endif
	#ifdef GL_ZERO
		swigIntConstant( GL_ZERO, "GL_ZERO" );
	#endif
	#ifdef GL_ONE
		swigIntConstant( GL_ONE, "GL_ONE" );
	#endif
	#ifdef GL_SRC_COLOR
		swigIntConstant( GL_SRC_COLOR, "GL_SRC_COLOR" );
	#endif
	#ifdef GL_ONE_MINUS_SRC_COLOR
		swigIntConstant( GL_ONE_MINUS_SRC_COLOR, "GL_ONE_MINUS_SRC_COLOR" );
	#endif
	#ifdef GL_SRC_ALPHA
		swigIntConstant( GL_SRC_ALPHA, "GL_SRC_ALPHA" );
	#endif
	#ifdef GL_ONE_MINUS_SRC_ALPHA
		swigIntConstant( GL_ONE_MINUS_SRC_ALPHA, "GL_ONE_MINUS_SRC_ALPHA" );
	#endif
	#ifdef GL_DST_ALPHA
		swigIntConstant( GL_DST_ALPHA, "GL_DST_ALPHA" );
	#endif
	#ifdef GL_ONE_MINUS_DST_ALPHA
		swigIntConstant( GL_ONE_MINUS_DST_ALPHA, "GL_ONE_MINUS_DST_ALPHA" );
	#endif
	#ifdef GL_DST_COLOR
		swigIntConstant( GL_DST_COLOR, "GL_DST_COLOR" );
	#endif
	#ifdef GL_ONE_MINUS_DST_COLOR
		swigIntConstant( GL_ONE_MINUS_DST_COLOR, "GL_ONE_MINUS_DST_COLOR" );
	#endif
	#ifdef GL_SRC_ALPHA_SATURATE
		swigIntConstant( GL_SRC_ALPHA_SATURATE, "GL_SRC_ALPHA_SATURATE" );
	#endif
	#ifdef GL_FUNC_ADD
		swigIntConstant( GL_FUNC_ADD, "GL_FUNC_ADD" );
	#endif
	#ifdef GL_BLEND_EQUATION
		swigIntConstant( GL_BLEND_EQUATION, "GL_BLEND_EQUATION" );
	#endif
	#ifdef GL_BLEND_EQUATION_RGB
		swigIntConstant( GL_BLEND_EQUATION_RGB, "GL_BLEND_EQUATION_RGB" );
	#endif
	#ifdef GL_BLEND_EQUATION_ALPHA
		swigIntConstant( GL_BLEND_EQUATION_ALPHA, "GL_BLEND_EQUATION_ALPHA" );
	#endif
	#ifdef GL_FUNC_SUBTRACT
		swigIntConstant( GL_FUNC_SUBTRACT, "GL_FUNC_SUBTRACT" );
	#endif
	#ifdef GL_FUNC_REVERSE_SUBTRACT
		swigIntConstant( GL_FUNC_REVERSE_SUBTRACT, "GL_FUNC_REVERSE_SUBTRACT" );
	#endif
	#ifdef GL_BLEND_DST_RGB
		swigIntConstant( GL_BLEND_DST_RGB, "GL_BLEND_DST_RGB" );
	#endif
	#ifdef GL_BLEND_SRC_RGB
		swigIntConstant( GL_BLEND_SRC_RGB, "GL_BLEND_SRC_RGB" );
	#endif
	#ifdef GL_BLEND_DST_ALPHA
		swigIntConstant( GL_BLEND_DST_ALPHA, "GL_BLEND_DST_ALPHA" );
	#endif
	#ifdef GL_BLEND_SRC_ALPHA
		swigIntConstant( GL_BLEND_SRC_ALPHA, "GL_BLEND_SRC_ALPHA" );
	#endif
	#ifdef GL_CONSTANT_COLOR
		swigIntConstant( GL_CONSTANT_COLOR, "GL_CONSTANT_COLOR" );
	#endif
	#ifdef GL_ONE_MINUS_CONSTANT_COLOR
		swigIntConstant( GL_ONE_MINUS_CONSTANT_COLOR, "GL_ONE_MINUS_CONSTANT_COLOR" );
	#endif
	#ifdef GL_CONSTANT_ALPHA
		swigIntConstant( GL_CONSTANT_ALPHA, "GL_CONSTANT_ALPHA" );
	#endif
	#ifdef GL_ONE_MINUS_CONSTANT_ALPHA
		swigIntConstant( GL_ONE_MINUS_CONSTANT_ALPHA, "GL_ONE_MINUS_CONSTANT_ALPHA" );
	#endif
	#ifdef GL_BLEND_COLOR
		swigIntConstant( GL_BLEND_COLOR, "GL_BLEND_COLOR" );
	#endif
	#ifdef GL_ARRAY_BUFFER
		swigIntConstant( GL_ARRAY_BUFFER, "GL_ARRAY_BUFFER" );
	#endif
	#ifdef GL_ELEMENT_ARRAY_BUFFER
		swigIntConstant( GL_ELEMENT_ARRAY_BUFFER, "GL_ELEMENT_ARRAY_BUFFER" );
	#endif
	#ifdef GL_ARRAY_BUFFER_BINDING
		swigIntConstant( GL_ARRAY_BUFFER_BINDING, "GL_ARRAY_BUFFER_BINDING" );
	#endif
	#ifdef GL_ELEMENT_ARRAY_BUFFER_BINDING
		swigIntConstant( GL_ELEMENT_ARRAY_BUFFER_BINDING, "GL_ELEMENT_ARRAY_BUFFER_BINDING" );
	#endif
	#ifdef GL_STREAM_DRAW
		swigIntConstant( GL_STREAM_DRAW, "GL_STREAM_DRAW" );
	#endif
	#ifdef GL_STATIC_DRAW
		swigIntConstant( GL_STATIC_DRAW, "GL_STATIC_DRAW" );
	#endif
	#ifdef GL_DYNAMIC_DRAW
		swigIntConstant( GL_DYNAMIC_DRAW, "GL_DYNAMIC_DRAW" );
	#endif
	#ifdef GL_BUFFER_SIZE
		swigIntConstant( GL_BUFFER_SIZE, "GL_BUFFER_SIZE" );
	#endif
	#ifdef GL_BUFFER_USAGE
		swigIntConstant( GL_BUFFER_USAGE, "GL_BUFFER_USAGE" );
	#endif
	#ifdef GL_CURRENT_VERTEX_ATTRIB
		swigIntConstant( GL_CURRENT_VERTEX_ATTRIB, "GL_CURRENT_VERTEX_ATTRIB" );
	#endif
	#ifdef GL_FRONT
		swigIntConstant( GL_FRONT, "GL_FRONT" );
	#endif
	#ifdef GL_BACK
		swigIntConstant( GL_BACK, "GL_BACK" );
	#endif
	#ifdef GL_FRONT_AND_BACK
		swigIntConstant( GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK" );
	#endif
	#ifdef GL_TEXTURE_2D
		swigIntConstant( GL_TEXTURE_2D, "GL_TEXTURE_2D" );
	#endif
	#ifdef GL_CULL_FACE
		swigIntConstant( GL_CULL_FACE, "GL_CULL_FACE" );
	#endif
	#ifdef GL_BLEND
		swigIntConstant( GL_BLEND, "GL_BLEND" );
	#endif
	#ifdef GL_DITHER
		swigIntConstant( GL_DITHER, "GL_DITHER" );
	#endif
	#ifdef GL_STENCIL_TEST
		swigIntConstant( GL_STENCIL_TEST, "GL_STENCIL_TEST" );
	#endif
	#ifdef GL_DEPTH_TEST
		swigIntConstant( GL_DEPTH_TEST, "GL_DEPTH_TEST" );
	#endif
	#ifdef GL_SCISSOR_TEST
		swigIntConstant( GL_SCISSOR_TEST, "GL_SCISSOR_TEST" );
	#endif
	#ifdef GL_POLYGON_OFFSET_FILL
		swigIntConstant( GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" );
	#endif
	#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE
		swigIntConstant( GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" );
	#endif
	#ifdef GL_SAMPLE_COVERAGE
		swigIntConstant( GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" );
	#endif
	#ifdef GL_NO_ERROR
		swigIntConstant( GL_NO_ERROR, "GL_NO_ERROR" );
	#endif
	#ifdef GL_INVALID_ENUM
		swigIntConstant( GL_INVALID_ENUM, "GL_INVALID_ENUM" );
	#endif
	#ifdef GL_INVALID_VALUE
		swigIntConstant( GL_INVALID_VALUE, "GL_INVALID_VALUE" );
	#endif
	#ifdef GL_INVALID_OPERATION
		swigIntConstant( GL_INVALID_OPERATION, "GL_INVALID_OPERATION" );
	#endif
	#ifdef GL_OUT_OF_MEMORY
		swigIntConstant( GL_OUT_OF_MEMORY, "GL_OUT_OF_MEMORY" );
	#endif
	#ifdef GL_CW
		swigIntConstant( GL_CW, "GL_CW" );
	#endif
	#ifdef GL_CCW
		swigIntConstant( GL_CCW, "GL_CCW" );
	#endif
	#ifdef GL_LINE_WIDTH
		swigIntConstant( GL_LINE_WIDTH, "GL_LINE_WIDTH" );
	#endif
	#ifdef GL_ALIASED_POINT_SIZE_RANGE
		swigIntConstant( GL_ALIASED_POINT_SIZE_RANGE, "GL_ALIASED_POINT_SIZE_RANGE" );
	#endif
	#ifdef GL_ALIASED_LINE_WIDTH_RANGE
		swigIntConstant( GL_ALIASED_LINE_WIDTH_RANGE, "GL_ALIASED_LINE_WIDTH_RANGE" );
	#endif
	#ifdef GL_CULL_FACE_MODE
		swigIntConstant( GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE" );
	#endif
	#ifdef GL_FRONT_FACE
		swigIntConstant( GL_FRONT_FACE, "GL_FRONT_FACE" );
	#endif
	#ifdef GL_DEPTH_RANGE
		swigIntConstant( GL_DEPTH_RANGE, "GL_DEPTH_RANGE" );
	#endif
	#ifdef GL_DEPTH_WRITEMASK
		swigIntConstant( GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK" );
	#endif
	#ifdef GL_DEPTH_CLEAR_VALUE
		swigIntConstant( GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE" );
	#endif
	#ifdef GL_DEPTH_FUNC
		swigIntConstant( GL_DEPTH_FUNC, "GL_DEPTH_FUNC" );
	#endif
	#ifdef GL_STENCIL_CLEAR_VALUE
		swigIntConstant( GL_STENCIL_CLEAR_VALUE, "GL_STENCIL_CLEAR_VALUE" );
	#endif
	#ifdef GL_STENCIL_FUNC
		swigIntConstant( GL_STENCIL_FUNC, "GL_STENCIL_FUNC" );
	#endif
	#ifdef GL_STENCIL_FAIL
		swigIntConstant( GL_STENCIL_FAIL, "GL_STENCIL_FAIL" );
	#endif
	#ifdef GL_STENCIL_PASS_DEPTH_FAIL
		swigIntConstant( GL_STENCIL_PASS_DEPTH_FAIL, "GL_STENCIL_PASS_DEPTH_FAIL" );
	#endif
	#ifdef GL_STENCIL_PASS_DEPTH_PASS
		swigIntConstant( GL_STENCIL_PASS_DEPTH_PASS, "GL_STENCIL_PASS_DEPTH_PASS" );
	#endif
	#ifdef GL_STENCIL_REF
		swigIntConstant( GL_STENCIL_REF, "GL_STENCIL_REF" );
	#endif
	#ifdef GL_STENCIL_VALUE_MASK
		swigIntConstant( GL_STENCIL_VALUE_MASK, "GL_STENCIL_VALUE_MASK" );
	#endif
	#ifdef GL_STENCIL_WRITEMASK
		swigIntConstant( GL_STENCIL_WRITEMASK, "GL_STENCIL_WRITEMASK" );
	#endif
	#ifdef GL_STENCIL_BACK_FUNC
		swigIntConstant( GL_STENCIL_BACK_FUNC, "GL_STENCIL_BACK_FUNC" );
	#endif
	#ifdef GL_STENCIL_BACK_FAIL
		swigIntConstant( GL_STENCIL_BACK_FAIL, "GL_STENCIL_BACK_FAIL" );
	#endif
	#ifdef GL_STENCIL_BACK_PASS_DEPTH_FAIL
		swigIntConstant( GL_STENCIL_BACK_PASS_DEPTH_FAIL, "GL_STENCIL_BACK_PASS_DEPTH_FAIL" );
	#endif
	#ifdef GL_STENCIL_BACK_PASS_DEPTH_PASS
		swigIntConstant( GL_STENCIL_BACK_PASS_DEPTH_PASS, "GL_STENCIL_BACK_PASS_DEPTH_PASS" );
	#endif
	#ifdef GL_STENCIL_BACK_REF
		swigIntConstant( GL_STENCIL_BACK_REF, "GL_STENCIL_BACK_REF" );
	#endif
	#ifdef GL_STENCIL_BACK_VALUE_MASK
		swigIntConstant( GL_STENCIL_BACK_VALUE_MASK, "GL_STENCIL_BACK_VALUE_MASK" );
	#endif
	#ifdef GL_STENCIL_BACK_WRITEMASK
		swigIntConstant( GL_STENCIL_BACK_WRITEMASK, "GL_STENCIL_BACK_WRITEMASK" );
	#endif
	#ifdef GL_VIEWPORT
		swigIntConstant( GL_VIEWPORT, "GL_VIEWPORT" );
	#endif
	#ifdef GL_SCISSOR_BOX
		swigIntConstant( GL_SCISSOR_BOX, "GL_SCISSOR_BOX" );
	#endif
	#ifdef GL_COLOR_CLEAR_VALUE
		swigIntConstant( GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE" );
	#endif
	#ifdef GL_COLOR_WRITEMASK
		swigIntConstant( GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK" );
	#endif
	#ifdef GL_UNPACK_ALIGNMENT
		swigIntConstant( GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT" );
	#endif
	#ifdef GL_PACK_ALIGNMENT
		swigIntConstant( GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT" );
	#endif
	#ifdef GL_MAX_TEXTURE_SIZE
		swigIntConstant( GL_MAX_TEXTURE_SIZE, "GL_MAX_TEXTURE_SIZE" );
	#endif
	#ifdef GL_MAX_VIEWPORT_DIMS
		swigIntConstant( GL_MAX_VIEWPORT_DIMS, "GL_MAX_VIEWPORT_DIMS" );
	#endif
	#ifdef GL_SUBPIXEL_BITS
		swigIntConstant( GL_SUBPIXEL_BITS, "GL_SUBPIXEL_BITS" );
	#endif
	#ifdef GL_RED_BITS
		swigIntConstant( GL_RED_BITS, "GL_RED_BITS" );
	#endif
	#ifdef GL_GREEN_BITS
		swigIntConstant( GL_GREEN_BITS, "GL_GREEN_BITS" );
	#endif
	#ifdef GL_BLUE_BITS
		swigIntConstant( GL_BLUE_BITS, "GL_BLUE_BITS" );
	#endif
	#ifdef GL_ALPHA_BITS
		swigIntConstant( GL_ALPHA_BITS, "GL_ALPHA_BITS" );
	#endif
	#ifdef GL_DEPTH_BITS
		swigIntConstant( GL_DEPTH_BITS, "GL_DEPTH_BITS" );
	#endif
	#ifdef GL_STENCIL_BITS
		swigIntConstant( GL_STENCIL_BITS, "GL_STENCIL_BITS" );
	#endif
	#ifdef GL_POLYGON_OFFSET_UNITS
		swigIntConstant( GL_POLYGON_OFFSET_UNITS, "GL_POLYGON_OFFSET_UNITS" );
	#endif
	#ifdef GL_POLYGON_OFFSET_FACTOR
		swigIntConstant( GL_POLYGON_OFFSET_FACTOR, "GL_POLYGON_OFFSET_FACTOR" );
	#endif
	#ifdef GL_TEXTURE_BINDING_2D
		swigIntConstant( GL_TEXTURE_BINDING_2D, "GL_TEXTURE_BINDING_2D" );
	#endif
	#ifdef GL_SAMPLE_BUFFERS
		swigIntConstant( GL_SAMPLE_BUFFERS, "GL_SAMPLE_BUFFERS" );
	#endif
	#ifdef GL_SAMPLES
		swigIntConstant( GL_SAMPLES, "GL_SAMPLES" );
	#endif
	#ifdef GL_SAMPLE_COVERAGE_VALUE
		swigIntConstant( GL_SAMPLE_COVERAGE_VALUE, "GL_SAMPLE_COVERAGE_VALUE" );
	#endif
	#ifdef GL_SAMPLE_COVERAGE_INVERT
		swigIntConstant( GL_SAMPLE_COVERAGE_INVERT, "GL_SAMPLE_COVERAGE_INVERT" );
	#endif
	#ifdef GL_NUM_COMPRESSED_TEXTURE_FORMATS
		swigIntConstant( GL_NUM_COMPRESSED_TEXTURE_FORMATS, "GL_NUM_COMPRESSED_TEXTURE_FORMATS" );
	#endif
	#ifdef GL_COMPRESSED_TEXTURE_FORMATS
		swigIntConstant( GL_COMPRESSED_TEXTURE_FORMATS, "GL_COMPRESSED_TEXTURE_FORMATS" );
	#endif
	#ifdef GL_DONT_CARE
		swigIntConstant( GL_DONT_CARE, "GL_DONT_CARE" );
	#endif
	#ifdef GL_FASTEST
		swigIntConstant( GL_FASTEST, "GL_FASTEST" );
	#endif
	#ifdef GL_NICEST
		swigIntConstant( GL_NICEST, "GL_NICEST" );
	#endif
	#ifdef GL_GENERATE_MIPMAP_HINT
		swigIntConstant( GL_GENERATE_MIPMAP_HINT, "GL_GENERATE_MIPMAP_HINT" );
	#endif
	#ifdef GL_BYTE
		swigIntConstant( GL_BYTE, "GL_BYTE" );
	#endif
	#ifdef GL_UNSIGNED_BYTE
		swigIntConstant( GL_UNSIGNED_BYTE, "GL_UNSIGNED_BYTE" );
	#endif
	#ifdef GL_SHORT
		swigIntConstant( GL_SHORT, "GL_SHORT" );
	#endif
	#ifdef GL_UNSIGNED_SHORT
		swigIntConstant( GL_UNSIGNED_SHORT, "GL_UNSIGNED_SHORT" );
	#endif
	#ifdef GL_INT
		swigIntConstant( GL_INT, "GL_INT" );
	#endif
	#ifdef GL_UNSIGNED_INT
		swigIntConstant( GL_UNSIGNED_INT, "GL_UNSIGNED_INT" );
	#endif
	#ifdef GL_FLOAT
		swigIntConstant( GL_FLOAT, "GL_FLOAT" );
	#endif
	#ifdef GL_FIXED
		swigIntConstant( GL_FIXED, "GL_FIXED" );
	#endif
	#ifdef GL_DEPTH_COMPONENT
		swigIntConstant( GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT" );
	#endif
	#ifdef GL_ALPHA
		swigIntConstant( GL_ALPHA, "GL_ALPHA" );
	#endif
	#ifdef GL_RGB
		swigIntConstant( GL_RGB, "GL_RGB" );
	#endif
	#ifdef GL_RGBA
		swigIntConstant( GL_RGBA, "GL_RGBA" );
	#endif
	#ifdef GL_LUMINANCE
		swigIntConstant( GL_LUMINANCE, "GL_LUMINANCE" );
	#endif
	#ifdef GL_LUMINANCE_ALPHA
		swigIntConstant( GL_LUMINANCE_ALPHA, "GL_LUMINANCE_ALPHA" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_4_4_4_4
		swigIntConstant( GL_UNSIGNED_SHORT_4_4_4_4, "GL_UNSIGNED_SHORT_4_4_4_4" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_5_5_5_1
		swigIntConstant( GL_UNSIGNED_SHORT_5_5_5_1, "GL_UNSIGNED_SHORT_5_5_5_1" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_5_6_5
		swigIntConstant( GL_UNSIGNED_SHORT_5_6_5, "GL_UNSIGNED_SHORT_5_6_5" );
	#endif
	#ifdef GL_FRAGMENT_SHADER
		swigIntConstant( GL_FRAGMENT_SHADER, "GL_FRAGMENT_SHADER" );
	#endif
	#ifdef GL_VERTEX_SHADER
		swigIntConstant( GL_VERTEX_SHADER, "GL_VERTEX_SHADER" );
	#endif
	#ifdef GL_MAX_VERTEX_ATTRIBS
		swigIntConstant( GL_MAX_VERTEX_ATTRIBS, "GL_MAX_VERTEX_ATTRIBS" );
	#endif
	#ifdef GL_MAX_VERTEX_UNIFORM_VECTORS
		swigIntConstant( GL_MAX_VERTEX_UNIFORM_VECTORS, "GL_MAX_VERTEX_UNIFORM_VECTORS" );
	#endif
	#ifdef GL_MAX_VARYING_VECTORS
		swigIntConstant( GL_MAX_VARYING_VECTORS, "GL_MAX_VARYING_VECTORS" );
	#endif
	#ifdef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
		swigIntConstant( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS" );
	#endif
	#ifdef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
		swigIntConstant( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS" );
	#endif
	#ifdef GL_MAX_TEXTURE_IMAGE_UNITS
		swigIntConstant( GL_MAX_TEXTURE_IMAGE_UNITS, "GL_MAX_TEXTURE_IMAGE_UNITS" );
	#endif
	#ifdef GL_MAX_FRAGMENT_UNIFORM_VECTORS
		swigIntConstant( GL_MAX_FRAGMENT_UNIFORM_VECTORS, "GL_MAX_FRAGMENT_UNIFORM_VECTORS" );
	#endif
	#ifdef GL_SHADER_TYPE
		swigIntConstant( GL_SHADER_TYPE, "GL_SHADER_TYPE" );
	#endif
	#ifdef GL_DELETE_STATUS
		swigIntConstant( GL_DELETE_STATUS, "GL_DELETE_STATUS" );
	#endif
	#ifdef GL_LINK_STATUS
		swigIntConstant( GL_LINK_STATUS, "GL_LINK_STATUS" );
	#endif
	#ifdef GL_VALIDATE_STATUS
		swigIntConstant( GL_VALIDATE_STATUS, "GL_VALIDATE_STATUS" );
	#endif
	#ifdef GL_ATTACHED_SHADERS
		swigIntConstant( GL_ATTACHED_SHADERS, "GL_ATTACHED_SHADERS" );
	#endif
	#ifdef GL_ACTIVE_UNIFORMS
		swigIntConstant( GL_ACTIVE_UNIFORMS, "GL_ACTIVE_UNIFORMS" );
	#endif
	#ifdef GL_ACTIVE_UNIFORM_MAX_LENGTH
		swigIntConstant( GL_ACTIVE_UNIFORM_MAX_LENGTH, "GL_ACTIVE_UNIFORM_MAX_LENGTH" );
	#endif
	#ifdef GL_ACTIVE_ATTRIBUTES
		swigIntConstant( GL_ACTIVE_ATTRIBUTES, "GL_ACTIVE_ATTRIBUTES" );
	#endif
	#ifdef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
		swigIntConstant( GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, "GL_ACTIVE_ATTRIBUTE_MAX_LENGTH" );
	#endif
	#ifdef GL_SHADING_LANGUAGE_VERSION
		swigIntConstant( GL_SHADING_LANGUAGE_VERSION, "GL_SHADING_LANGUAGE_VERSION" );
	#endif
	#ifdef GL_CURRENT_PROGRAM
		swigIntConstant( GL_CURRENT_PROGRAM, "GL_CURRENT_PROGRAM" );
	#endif
	#ifdef GL_NEVER
		swigIntConstant( GL_NEVER, "GL_NEVER" );
	#endif
	#ifdef GL_LESS
		swigIntConstant( GL_LESS, "GL_LESS" );
	#endif
	#ifdef GL_EQUAL
		swigIntConstant( GL_EQUAL, "GL_EQUAL" );
	#endif
	#ifdef GL_LEQUAL
		swigIntConstant( GL_LEQUAL, "GL_LEQUAL" );
	#endif
	#ifdef GL_GREATER
		swigIntConstant( GL_GREATER, "GL_GREATER" );
	#endif
	#ifdef GL_NOTEQUAL
		swigIntConstant( GL_NOTEQUAL, "GL_NOTEQUAL" );
	#endif
	#ifdef GL_GEQUAL
		swigIntConstant( GL_GEQUAL, "GL_GEQUAL" );
	#endif
	#ifdef GL_ALWAYS
		swigIntConstant( GL_ALWAYS, "GL_ALWAYS" );
	#endif
	#ifdef GL_KEEP
		swigIntConstant( GL_KEEP, "GL_KEEP" );
	#endif
	#ifdef GL_REPLACE
		swigIntConstant( GL_REPLACE, "GL_REPLACE" );
	#endif
	#ifdef GL_INCR
		swigIntConstant( GL_INCR, "GL_INCR" );
	#endif
	#ifdef GL_DECR
		swigIntConstant( GL_DECR, "GL_DECR" );
	#endif
	#ifdef GL_INVERT
		swigIntConstant( GL_INVERT, "GL_INVERT" );
	#endif
	#ifdef GL_INCR_WRAP
		swigIntConstant( GL_INCR_WRAP, "GL_INCR_WRAP" );
	#endif
	#ifdef GL_DECR_WRAP
		swigIntConstant( GL_DECR_WRAP, "GL_DECR_WRAP" );
	#endif
	#ifdef GL_VENDOR
		swigIntConstant( GL_VENDOR, "GL_VENDOR" );
	#endif
	#ifdef GL_RENDERER
		swigIntConstant( GL_RENDERER, "GL_RENDERER" );
	#endif
	#ifdef GL_VERSION
		swigIntConstant( GL_VERSION, "GL_VERSION" );
	#endif
	#ifdef GL_EXTENSIONS
		swigIntConstant( GL_EXTENSIONS, "GL_EXTENSIONS" );
	#endif
	#ifdef GL_NEAREST
		swigIntConstant( GL_NEAREST, "GL_NEAREST" );
	#endif
	#ifdef GL_LINEAR
		swigIntConstant( GL_LINEAR, "GL_LINEAR" );
	#endif
	#ifdef GL_NEAREST_MIPMAP_NEAREST
		swigIntConstant( GL_NEAREST_MIPMAP_NEAREST, "GL_NEAREST_MIPMAP_NEAREST" );
	#endif
	#ifdef GL_LINEAR_MIPMAP_NEAREST
		swigIntConstant( GL_LINEAR_MIPMAP_NEAREST, "GL_LINEAR_MIPMAP_NEAREST" );
	#endif
	#ifdef GL_NEAREST_MIPMAP_LINEAR
		swigIntConstant( GL_NEAREST_MIPMAP_LINEAR, "GL_NEAREST_MIPMAP_LINEAR" );
	#endif
	#ifdef GL_LINEAR_MIPMAP_LINEAR
		swigIntConstant( GL_LINEAR_MIPMAP_LINEAR, "GL_LINEAR_MIPMAP_LINEAR" );
	#endif
	#ifdef GL_TEXTURE_MAG_FILTER
		swigIntConstant( GL_TEXTURE_MAG_FILTER, "GL_TEXTURE_MAG_FILTER" );
	#endif
	#ifdef GL_TEXTURE_MIN_FILTER
		swigIntConstant( GL_TEXTURE_MIN_FILTER, "GL_TEXTURE_MIN_FILTER" );
	#endif
	#ifdef GL_TEXTURE_WRAP_S
		swigIntConstant( GL_TEXTURE_WRAP_S, "GL_TEXTURE_WRAP_S" );
	#endif
	#ifdef GL_TEXTURE_WRAP_T
		swigIntConstant( GL_TEXTURE_WRAP_T, "GL_TEXTURE_WRAP_T" );
	#endif
	#ifdef GL_TEXTURE
		swigIntConstant( GL_TEXTURE, "GL_TEXTURE" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP
		swigIntConstant( GL_TEXTURE_CUBE_MAP, "GL_TEXTURE_CUBE_MAP" );
	#endif
	#ifdef GL_TEXTURE_BINDING_CUBE_MAP
		swigIntConstant( GL_TEXTURE_BINDING_CUBE_MAP, "GL_TEXTURE_BINDING_CUBE_MAP" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_POSITIVE_X
		swigIntConstant( GL_TEXTURE_CUBE_MAP_POSITIVE_X, "GL_TEXTURE_CUBE_MAP_POSITIVE_X" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_NEGATIVE_X
		swigIntConstant( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, "GL_TEXTURE_CUBE_MAP_NEGATIVE_X" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_POSITIVE_Y
		swigIntConstant( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, "GL_TEXTURE_CUBE_MAP_POSITIVE_Y" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
		swigIntConstant( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, "GL_TEXTURE_CUBE_MAP_NEGATIVE_Y" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_POSITIVE_Z
		swigIntConstant( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, "GL_TEXTURE_CUBE_MAP_POSITIVE_Z" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
		swigIntConstant( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, "GL_TEXTURE_CUBE_MAP_NEGATIVE_Z" );
	#endif
	#ifdef GL_MAX_CUBE_MAP_TEXTURE_SIZE
		swigIntConstant( GL_MAX_CUBE_MAP_TEXTURE_SIZE, "GL_MAX_CUBE_MAP_TEXTURE_SIZE" );
	#endif
	#ifdef GL_TEXTURE0
		swigIntConstant( GL_TEXTURE0, "GL_TEXTURE0" );
	#endif
	#ifdef GL_TEXTURE1
		swigIntConstant( GL_TEXTURE1, "GL_TEXTURE1" );
	#endif
	#ifdef GL_TEXTURE2
		swigIntConstant( GL_TEXTURE2, "GL_TEXTURE2" );
	#endif
	#ifdef GL_TEXTURE3
		swigIntConstant( GL_TEXTURE3, "GL_TEXTURE3" );
	#endif
	#ifdef GL_TEXTURE4
		swigIntConstant( GL_TEXTURE4, "GL_TEXTURE4" );
	#endif
	#ifdef GL_TEXTURE5
		swigIntConstant( GL_TEXTURE5, "GL_TEXTURE5" );
	#endif
	#ifdef GL_TEXTURE6
		swigIntConstant( GL_TEXTURE6, "GL_TEXTURE6" );
	#endif
	#ifdef GL_TEXTURE7
		swigIntConstant( GL_TEXTURE7, "GL_TEXTURE7" );
	#endif
	#ifdef GL_TEXTURE8
		swigIntConstant( GL_TEXTURE8, "GL_TEXTURE8" );
	#endif
	#ifdef GL_TEXTURE9
		swigIntConstant( GL_TEXTURE9, "GL_TEXTURE9" );
	#endif
	#ifdef GL_TEXTURE10
		swigIntConstant( GL_TEXTURE10, "GL_TEXTURE10" );
	#endif
	#ifdef GL_TEXTURE11
		swigIntConstant( GL_TEXTURE11, "GL_TEXTURE11" );
	#endif
	#ifdef GL_TEXTURE12
		swigIntConstant( GL_TEXTURE12, "GL_TEXTURE12" );
	#endif
	#ifdef GL_TEXTURE13
		swigIntConstant( GL_TEXTURE13, "GL_TEXTURE13" );
	#endif
	#ifdef GL_TEXTURE14
		swigIntConstant( GL_TEXTURE14, "GL_TEXTURE14" );
	#endif
	#ifdef GL_TEXTURE15
		swigIntConstant( GL_TEXTURE15, "GL_TEXTURE15" );
	#endif
	#ifdef GL_TEXTURE16
		swigIntConstant( GL_TEXTURE16, "GL_TEXTURE16" );
	#endif
	#ifdef GL_TEXTURE17
		swigIntConstant( GL_TEXTURE17, "GL_TEXTURE17" );
	#endif
	#ifdef GL_TEXTURE18
		swigIntConstant( GL_TEXTURE18, "GL_TEXTURE18" );
	#endif
	#ifdef GL_TEXTURE19
		swigIntConstant( GL_TEXTURE19, "GL_TEXTURE19" );
	#endif
	#ifdef GL_TEXTURE20
		swigIntConstant( GL_TEXTURE20, "GL_TEXTURE20" );
	#endif
	#ifdef GL_TEXTURE21
		swigIntConstant( GL_TEXTURE21, "GL_TEXTURE21" );
	#endif
	#ifdef GL_TEXTURE22
		swigIntConstant( GL_TEXTURE22, "GL_TEXTURE22" );
	#endif
	#ifdef GL_TEXTURE23
		swigIntConstant( GL_TEXTURE23, "GL_TEXTURE23" );
	#endif
	#ifdef GL_TEXTURE24
		swigIntConstant( GL_TEXTURE24, "GL_TEXTURE24" );
	#endif
	#ifdef GL_TEXTURE25
		swigIntConstant( GL_TEXTURE25, "GL_TEXTURE25" );
	#endif
	#ifdef GL_TEXTURE26
		swigIntConstant( GL_TEXTURE26, "GL_TEXTURE26" );
	#endif
	#ifdef GL_TEXTURE27
		swigIntConstant( GL_TEXTURE27, "GL_TEXTURE27" );
	#endif
	#ifdef GL_TEXTURE28
		swigIntConstant( GL_TEXTURE28, "GL_TEXTURE28" );
	#endif
	#ifdef GL_TEXTURE29
		swigIntConstant( GL_TEXTURE29, "GL_TEXTURE29" );
	#endif
	#ifdef GL_TEXTURE30
		swigIntConstant( GL_TEXTURE30, "GL_TEXTURE30" );
	#endif
	#ifdef GL_TEXTURE31
		swigIntConstant( GL_TEXTURE31, "GL_TEXTURE31" );
	#endif
	#ifdef GL_ACTIVE_TEXTURE
		swigIntConstant( GL_ACTIVE_TEXTURE, "GL_ACTIVE_TEXTURE" );
	#endif
	#ifdef GL_REPEAT
		swigIntConstant( GL_REPEAT, "GL_REPEAT" );
	#endif
	#ifdef GL_CLAMP_TO_EDGE
		swigIntConstant( GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE" );
	#endif
	#ifdef GL_MIRRORED_REPEAT
		swigIntConstant( GL_MIRRORED_REPEAT, "GL_MIRRORED_REPEAT" );
	#endif
	#ifdef GL_FLOAT_VEC2
		swigIntConstant( GL_FLOAT_VEC2, "GL_FLOAT_VEC2" );
	#endif
	#ifdef GL_FLOAT_VEC3
		swigIntConstant( GL_FLOAT_VEC3, "GL_FLOAT_VEC3" );
	#endif
	#ifdef GL_FLOAT_VEC4
		swigIntConstant( GL_FLOAT_VEC4, "GL_FLOAT_VEC4" );
	#endif
	#ifdef GL_INT_VEC2
		swigIntConstant( GL_INT_VEC2, "GL_INT_VEC2" );
	#endif
	#ifdef GL_INT_VEC3
		swigIntConstant( GL_INT_VEC3, "GL_INT_VEC3" );
	#endif
	#ifdef GL_INT_VEC4
		swigIntConstant( GL_INT_VEC4, "GL_INT_VEC4" );
	#endif
	#ifdef GL_BOOL
		swigIntConstant( GL_BOOL, "GL_BOOL" );
	#endif
	#ifdef GL_BOOL_VEC2
		swigIntConstant( GL_BOOL_VEC2, "GL_BOOL_VEC2" );
	#endif
	#ifdef GL_BOOL_VEC3
		swigIntConstant( GL_BOOL_VEC3, "GL_BOOL_VEC3" );
	#endif
	#ifdef GL_BOOL_VEC4
		swigIntConstant( GL_BOOL_VEC4, "GL_BOOL_VEC4" );
	#endif
	#ifdef GL_FLOAT_MAT2
		swigIntConstant( GL_FLOAT_MAT2, "GL_FLOAT_MAT2" );
	#endif
	#ifdef GL_FLOAT_MAT3
		swigIntConstant( GL_FLOAT_MAT3, "GL_FLOAT_MAT3" );
	#endif
	#ifdef GL_FLOAT_MAT4
		swigIntConstant( GL_FLOAT_MAT4, "GL_FLOAT_MAT4" );
	#endif
	#ifdef GL_SAMPLER_2D
		swigIntConstant( GL_SAMPLER_2D, "GL_SAMPLER_2D" );
	#endif
	#ifdef GL_SAMPLER_CUBE
		swigIntConstant( GL_SAMPLER_CUBE, "GL_SAMPLER_CUBE" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_ENABLED
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_ENABLED, "GL_VERTEX_ATTRIB_ARRAY_ENABLED" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_SIZE
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_SIZE, "GL_VERTEX_ATTRIB_ARRAY_SIZE" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_STRIDE
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_STRIDE, "GL_VERTEX_ATTRIB_ARRAY_STRIDE" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_TYPE
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_TYPE, "GL_VERTEX_ATTRIB_ARRAY_TYPE" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_POINTER
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_POINTER, "GL_VERTEX_ATTRIB_ARRAY_POINTER" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, "GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING" );
	#endif
	#ifdef GL_IMPLEMENTATION_COLOR_READ_TYPE
		swigIntConstant( GL_IMPLEMENTATION_COLOR_READ_TYPE, "GL_IMPLEMENTATION_COLOR_READ_TYPE" );
	#endif
	#ifdef GL_IMPLEMENTATION_COLOR_READ_FORMAT
		swigIntConstant( GL_IMPLEMENTATION_COLOR_READ_FORMAT, "GL_IMPLEMENTATION_COLOR_READ_FORMAT" );
	#endif
	#ifdef GL_COMPILE_STATUS
		swigIntConstant( GL_COMPILE_STATUS, "GL_COMPILE_STATUS" );
	#endif
	#ifdef GL_INFO_LOG_LENGTH
		swigIntConstant( GL_INFO_LOG_LENGTH, "GL_INFO_LOG_LENGTH" );
	#endif
	#ifdef GL_SHADER_SOURCE_LENGTH
		swigIntConstant( GL_SHADER_SOURCE_LENGTH, "GL_SHADER_SOURCE_LENGTH" );
	#endif
	#ifdef GL_SHADER_COMPILER
		swigIntConstant( GL_SHADER_COMPILER, "GL_SHADER_COMPILER" );
	#endif
	#ifdef GL_SHADER_BINARY_FORMATS
		swigIntConstant( GL_SHADER_BINARY_FORMATS, "GL_SHADER_BINARY_FORMATS" );
	#endif
	#ifdef GL_NUM_SHADER_BINARY_FORMATS
		swigIntConstant( GL_NUM_SHADER_BINARY_FORMATS, "GL_NUM_SHADER_BINARY_FORMATS" );
	#endif
	#ifdef GL_LOW_FLOAT
		swigIntConstant( GL_LOW_FLOAT, "GL_LOW_FLOAT" );
	#endif
	#ifdef GL_MEDIUM_FLOAT
		swigIntConstant( GL_MEDIUM_FLOAT, "GL_MEDIUM_FLOAT" );
	#endif
	#ifdef GL_HIGH_FLOAT
		swigIntConstant( GL_HIGH_FLOAT, "GL_HIGH_FLOAT" );
	#endif
	#ifdef GL_LOW_INT
		swigIntConstant( GL_LOW_INT, "GL_LOW_INT" );
	#endif
	#ifdef GL_MEDIUM_INT
		swigIntConstant( GL_MEDIUM_INT, "GL_MEDIUM_INT" );
	#endif
	#ifdef GL_HIGH_INT
		swigIntConstant( GL_HIGH_INT, "GL_HIGH_INT" );
	#endif
	#ifdef GL_FRAMEBUFFER
		swigIntConstant( GL_FRAMEBUFFER, "GL_FRAMEBUFFER" );
	#endif
	#ifdef GL_RENDERBUFFER
		swigIntConstant( GL_RENDERBUFFER, "GL_RENDERBUFFER" );
	#endif
	#ifdef GL_RGBA4
		swigIntConstant( GL_RGBA4, "GL_RGBA4" );
	#endif
	#ifdef GL_RGB5_A1
		swigIntConstant( GL_RGB5_A1, "GL_RGB5_A1" );
	#endif
	#ifdef GL_RGB565
		swigIntConstant( GL_RGB565, "GL_RGB565" );
	#endif
	#ifdef GL_DEPTH_COMPONENT16
		swigIntConstant( GL_DEPTH_COMPONENT16, "GL_DEPTH_COMPONENT16" );
	#endif
	#ifdef GL_STENCIL_INDEX8
		swigIntConstant( GL_STENCIL_INDEX8, "GL_STENCIL_INDEX8" );
	#endif
	#ifdef GL_RENDERBUFFER_WIDTH
		swigIntConstant( GL_RENDERBUFFER_WIDTH, "GL_RENDERBUFFER_WIDTH" );
	#endif
	#ifdef GL_RENDERBUFFER_HEIGHT
		swigIntConstant( GL_RENDERBUFFER_HEIGHT, "GL_RENDERBUFFER_HEIGHT" );
	#endif
	#ifdef GL_RENDERBUFFER_INTERNAL_FORMAT
		swigIntConstant( GL_RENDERBUFFER_INTERNAL_FORMAT, "GL_RENDERBUFFER_INTERNAL_FORMAT" );
	#endif
	#ifdef GL_RENDERBUFFER_RED_SIZE
		swigIntConstant( GL_RENDERBUFFER_RED_SIZE, "GL_RENDERBUFFER_RED_SIZE" );
	#endif
	#ifdef GL_RENDERBUFFER_GREEN_SIZE
		swigIntConstant( GL_RENDERBUFFER_GREEN_SIZE, "GL_RENDERBUFFER_GREEN_SIZE" );
	#endif
	#ifdef GL_RENDERBUFFER_BLUE_SIZE
		swigIntConstant( GL_RENDERBUFFER_BLUE_SIZE, "GL_RENDERBUFFER_BLUE_SIZE" );
	#endif
	#ifdef GL_RENDERBUFFER_ALPHA_SIZE
		swigIntConstant( GL_RENDERBUFFER_ALPHA_SIZE, "GL_RENDERBUFFER_ALPHA_SIZE" );
	#endif
	#ifdef GL_RENDERBUFFER_DEPTH_SIZE
		swigIntConstant( GL_RENDERBUFFER_DEPTH_SIZE, "GL_RENDERBUFFER_DEPTH_SIZE" );
	#endif
	#ifdef GL_RENDERBUFFER_STENCIL_SIZE
		swigIntConstant( GL_RENDERBUFFER_STENCIL_SIZE, "GL_RENDERBUFFER_STENCIL_SIZE" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, "GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT0
		swigIntConstant( GL_COLOR_ATTACHMENT0, "GL_COLOR_ATTACHMENT0" );
	#endif
	#ifdef GL_DEPTH_ATTACHMENT
		swigIntConstant( GL_DEPTH_ATTACHMENT, "GL_DEPTH_ATTACHMENT" );
	#endif
	#ifdef GL_STENCIL_ATTACHMENT
		swigIntConstant( GL_STENCIL_ATTACHMENT, "GL_STENCIL_ATTACHMENT" );
	#endif
	#ifdef GL_NONE
		swigIntConstant( GL_NONE, "GL_NONE" );
	#endif
	#ifdef GL_FRAMEBUFFER_COMPLETE
		swigIntConstant( GL_FRAMEBUFFER_COMPLETE, "GL_FRAMEBUFFER_COMPLETE" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS, "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS" );
	#endif
	#ifdef GL_FRAMEBUFFER_UNSUPPORTED
		swigIntConstant( GL_FRAMEBUFFER_UNSUPPORTED, "GL_FRAMEBUFFER_UNSUPPORTED" );
	#endif
	#ifdef GL_FRAMEBUFFER_BINDING
		swigIntConstant( GL_FRAMEBUFFER_BINDING, "GL_FRAMEBUFFER_BINDING" );
	#endif
	#ifdef GL_RENDERBUFFER_BINDING
		swigIntConstant( GL_RENDERBUFFER_BINDING, "GL_RENDERBUFFER_BINDING" );
	#endif
	#ifdef GL_MAX_RENDERBUFFER_SIZE
		swigIntConstant( GL_MAX_RENDERBUFFER_SIZE, "GL_MAX_RENDERBUFFER_SIZE" );
	#endif
	#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
		swigIntConstant( GL_INVALID_FRAMEBUFFER_OPERATION, "GL_INVALID_FRAMEBUFFER_OPERATION" );
	#endif
	#ifdef __gles2_gl2ext_h_
		swigIntConstant( __gles2_gl2ext_h_, "__gles2_gl2ext_h_" );
	#endif
	#ifdef GL_KHR_blend_equation_advanced
		swigIntConstant( GL_KHR_blend_equation_advanced, "GL_KHR_blend_equation_advanced" );
	#endif
	#ifdef GL_MULTIPLY_KHR
		swigIntConstant( GL_MULTIPLY_KHR, "GL_MULTIPLY_KHR" );
	#endif
	#ifdef GL_SCREEN_KHR
		swigIntConstant( GL_SCREEN_KHR, "GL_SCREEN_KHR" );
	#endif
	#ifdef GL_OVERLAY_KHR
		swigIntConstant( GL_OVERLAY_KHR, "GL_OVERLAY_KHR" );
	#endif
	#ifdef GL_DARKEN_KHR
		swigIntConstant( GL_DARKEN_KHR, "GL_DARKEN_KHR" );
	#endif
	#ifdef GL_LIGHTEN_KHR
		swigIntConstant( GL_LIGHTEN_KHR, "GL_LIGHTEN_KHR" );
	#endif
	#ifdef GL_COLORDODGE_KHR
		swigIntConstant( GL_COLORDODGE_KHR, "GL_COLORDODGE_KHR" );
	#endif
	#ifdef GL_COLORBURN_KHR
		swigIntConstant( GL_COLORBURN_KHR, "GL_COLORBURN_KHR" );
	#endif
	#ifdef GL_HARDLIGHT_KHR
		swigIntConstant( GL_HARDLIGHT_KHR, "GL_HARDLIGHT_KHR" );
	#endif
	#ifdef GL_SOFTLIGHT_KHR
		swigIntConstant( GL_SOFTLIGHT_KHR, "GL_SOFTLIGHT_KHR" );
	#endif
	#ifdef GL_DIFFERENCE_KHR
		swigIntConstant( GL_DIFFERENCE_KHR, "GL_DIFFERENCE_KHR" );
	#endif
	#ifdef GL_EXCLUSION_KHR
		swigIntConstant( GL_EXCLUSION_KHR, "GL_EXCLUSION_KHR" );
	#endif
	#ifdef GL_HSL_HUE_KHR
		swigIntConstant( GL_HSL_HUE_KHR, "GL_HSL_HUE_KHR" );
	#endif
	#ifdef GL_HSL_SATURATION_KHR
		swigIntConstant( GL_HSL_SATURATION_KHR, "GL_HSL_SATURATION_KHR" );
	#endif
	#ifdef GL_HSL_COLOR_KHR
		swigIntConstant( GL_HSL_COLOR_KHR, "GL_HSL_COLOR_KHR" );
	#endif
	#ifdef GL_HSL_LUMINOSITY_KHR
		swigIntConstant( GL_HSL_LUMINOSITY_KHR, "GL_HSL_LUMINOSITY_KHR" );
	#endif
	#ifdef GL_KHR_blend_equation_advanced_coherent
		swigIntConstant( GL_KHR_blend_equation_advanced_coherent, "GL_KHR_blend_equation_advanced_coherent" );
	#endif
	#ifdef GL_BLEND_ADVANCED_COHERENT_KHR
		swigIntConstant( GL_BLEND_ADVANCED_COHERENT_KHR, "GL_BLEND_ADVANCED_COHERENT_KHR" );
	#endif
	#ifdef GL_KHR_context_flush_control
		swigIntConstant( GL_KHR_context_flush_control, "GL_KHR_context_flush_control" );
	#endif
	#ifdef GL_CONTEXT_RELEASE_BEHAVIOR_KHR
		swigIntConstant( GL_CONTEXT_RELEASE_BEHAVIOR_KHR, "GL_CONTEXT_RELEASE_BEHAVIOR_KHR" );
	#endif
	#ifdef GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR
		swigIntConstant( GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR, "GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR" );
	#endif
	#ifdef GL_KHR_debug
		swigIntConstant( GL_KHR_debug, "GL_KHR_debug" );
	#endif
	#ifdef GL_SAMPLER
		swigIntConstant( GL_SAMPLER, "GL_SAMPLER" );
	#endif
	#ifdef GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
		swigIntConstant( GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR, "GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR" );
	#endif
	#ifdef GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR
		swigIntConstant( GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR, "GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR" );
	#endif
	#ifdef GL_DEBUG_CALLBACK_FUNCTION_KHR
		swigIntConstant( GL_DEBUG_CALLBACK_FUNCTION_KHR, "GL_DEBUG_CALLBACK_FUNCTION_KHR" );
	#endif
	#ifdef GL_DEBUG_CALLBACK_USER_PARAM_KHR
		swigIntConstant( GL_DEBUG_CALLBACK_USER_PARAM_KHR, "GL_DEBUG_CALLBACK_USER_PARAM_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_API_KHR
		swigIntConstant( GL_DEBUG_SOURCE_API_KHR, "GL_DEBUG_SOURCE_API_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR
		swigIntConstant( GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR, "GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_SHADER_COMPILER_KHR
		swigIntConstant( GL_DEBUG_SOURCE_SHADER_COMPILER_KHR, "GL_DEBUG_SOURCE_SHADER_COMPILER_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_THIRD_PARTY_KHR
		swigIntConstant( GL_DEBUG_SOURCE_THIRD_PARTY_KHR, "GL_DEBUG_SOURCE_THIRD_PARTY_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_APPLICATION_KHR
		swigIntConstant( GL_DEBUG_SOURCE_APPLICATION_KHR, "GL_DEBUG_SOURCE_APPLICATION_KHR" );
	#endif
	#ifdef GL_DEBUG_SOURCE_OTHER_KHR
		swigIntConstant( GL_DEBUG_SOURCE_OTHER_KHR, "GL_DEBUG_SOURCE_OTHER_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_ERROR_KHR
		swigIntConstant( GL_DEBUG_TYPE_ERROR_KHR, "GL_DEBUG_TYPE_ERROR_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR
		swigIntConstant( GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR, "GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR
		swigIntConstant( GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR, "GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_PORTABILITY_KHR
		swigIntConstant( GL_DEBUG_TYPE_PORTABILITY_KHR, "GL_DEBUG_TYPE_PORTABILITY_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_PERFORMANCE_KHR
		swigIntConstant( GL_DEBUG_TYPE_PERFORMANCE_KHR, "GL_DEBUG_TYPE_PERFORMANCE_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_OTHER_KHR
		swigIntConstant( GL_DEBUG_TYPE_OTHER_KHR, "GL_DEBUG_TYPE_OTHER_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_MARKER_KHR
		swigIntConstant( GL_DEBUG_TYPE_MARKER_KHR, "GL_DEBUG_TYPE_MARKER_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_PUSH_GROUP_KHR
		swigIntConstant( GL_DEBUG_TYPE_PUSH_GROUP_KHR, "GL_DEBUG_TYPE_PUSH_GROUP_KHR" );
	#endif
	#ifdef GL_DEBUG_TYPE_POP_GROUP_KHR
		swigIntConstant( GL_DEBUG_TYPE_POP_GROUP_KHR, "GL_DEBUG_TYPE_POP_GROUP_KHR" );
	#endif
	#ifdef GL_DEBUG_SEVERITY_NOTIFICATION_KHR
		swigIntConstant( GL_DEBUG_SEVERITY_NOTIFICATION_KHR, "GL_DEBUG_SEVERITY_NOTIFICATION_KHR" );
	#endif
	#ifdef GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR
		swigIntConstant( GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR, "GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR" );
	#endif
	#ifdef GL_DEBUG_GROUP_STACK_DEPTH_KHR
		swigIntConstant( GL_DEBUG_GROUP_STACK_DEPTH_KHR, "GL_DEBUG_GROUP_STACK_DEPTH_KHR" );
	#endif
	#ifdef GL_BUFFER_KHR
		swigIntConstant( GL_BUFFER_KHR, "GL_BUFFER_KHR" );
	#endif
	#ifdef GL_SHADER_KHR
		swigIntConstant( GL_SHADER_KHR, "GL_SHADER_KHR" );
	#endif
	#ifdef GL_PROGRAM_KHR
		swigIntConstant( GL_PROGRAM_KHR, "GL_PROGRAM_KHR" );
	#endif
	#ifdef GL_VERTEX_ARRAY_KHR
		swigIntConstant( GL_VERTEX_ARRAY_KHR, "GL_VERTEX_ARRAY_KHR" );
	#endif
	#ifdef GL_QUERY_KHR
		swigIntConstant( GL_QUERY_KHR, "GL_QUERY_KHR" );
	#endif
	#ifdef GL_PROGRAM_PIPELINE_KHR
		swigIntConstant( GL_PROGRAM_PIPELINE_KHR, "GL_PROGRAM_PIPELINE_KHR" );
	#endif
	#ifdef GL_SAMPLER_KHR
		swigIntConstant( GL_SAMPLER_KHR, "GL_SAMPLER_KHR" );
	#endif
	#ifdef GL_MAX_LABEL_LENGTH_KHR
		swigIntConstant( GL_MAX_LABEL_LENGTH_KHR, "GL_MAX_LABEL_LENGTH_KHR" );
	#endif
	#ifdef GL_MAX_DEBUG_MESSAGE_LENGTH_KHR
		swigIntConstant( GL_MAX_DEBUG_MESSAGE_LENGTH_KHR, "GL_MAX_DEBUG_MESSAGE_LENGTH_KHR" );
	#endif
	#ifdef GL_MAX_DEBUG_LOGGED_MESSAGES_KHR
		swigIntConstant( GL_MAX_DEBUG_LOGGED_MESSAGES_KHR, "GL_MAX_DEBUG_LOGGED_MESSAGES_KHR" );
	#endif
	#ifdef GL_DEBUG_LOGGED_MESSAGES_KHR
		swigIntConstant( GL_DEBUG_LOGGED_MESSAGES_KHR, "GL_DEBUG_LOGGED_MESSAGES_KHR" );
	#endif
	#ifdef GL_DEBUG_SEVERITY_HIGH_KHR
		swigIntConstant( GL_DEBUG_SEVERITY_HIGH_KHR, "GL_DEBUG_SEVERITY_HIGH_KHR" );
	#endif
	#ifdef GL_DEBUG_SEVERITY_MEDIUM_KHR
		swigIntConstant( GL_DEBUG_SEVERITY_MEDIUM_KHR, "GL_DEBUG_SEVERITY_MEDIUM_KHR" );
	#endif
	#ifdef GL_DEBUG_SEVERITY_LOW_KHR
		swigIntConstant( GL_DEBUG_SEVERITY_LOW_KHR, "GL_DEBUG_SEVERITY_LOW_KHR" );
	#endif
	#ifdef GL_DEBUG_OUTPUT_KHR
		swigIntConstant( GL_DEBUG_OUTPUT_KHR, "GL_DEBUG_OUTPUT_KHR" );
	#endif
	#ifdef GL_CONTEXT_FLAG_DEBUG_BIT_KHR
		swigIntConstant( GL_CONTEXT_FLAG_DEBUG_BIT_KHR, "GL_CONTEXT_FLAG_DEBUG_BIT_KHR" );
	#endif
	#ifdef GL_STACK_OVERFLOW_KHR
		swigIntConstant( GL_STACK_OVERFLOW_KHR, "GL_STACK_OVERFLOW_KHR" );
	#endif
	#ifdef GL_STACK_UNDERFLOW_KHR
		swigIntConstant( GL_STACK_UNDERFLOW_KHR, "GL_STACK_UNDERFLOW_KHR" );
	#endif
	#ifdef GL_KHR_no_error
		swigIntConstant( GL_KHR_no_error, "GL_KHR_no_error" );
	#endif
	#ifdef GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR
		swigIntConstant( GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR, "GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR" );
	#endif
	#ifdef GL_KHR_parallel_shader_compile
		swigIntConstant( GL_KHR_parallel_shader_compile, "GL_KHR_parallel_shader_compile" );
	#endif
	#ifdef GL_MAX_SHADER_COMPILER_THREADS_KHR
		swigIntConstant( GL_MAX_SHADER_COMPILER_THREADS_KHR, "GL_MAX_SHADER_COMPILER_THREADS_KHR" );
	#endif
	#ifdef GL_COMPLETION_STATUS_KHR
		swigIntConstant( GL_COMPLETION_STATUS_KHR, "GL_COMPLETION_STATUS_KHR" );
	#endif
	#ifdef GL_KHR_robust_buffer_access_behavior
		swigIntConstant( GL_KHR_robust_buffer_access_behavior, "GL_KHR_robust_buffer_access_behavior" );
	#endif
	#ifdef GL_KHR_robustness
		swigIntConstant( GL_KHR_robustness, "GL_KHR_robustness" );
	#endif
	#ifdef GL_CONTEXT_ROBUST_ACCESS_KHR
		swigIntConstant( GL_CONTEXT_ROBUST_ACCESS_KHR, "GL_CONTEXT_ROBUST_ACCESS_KHR" );
	#endif
	#ifdef GL_LOSE_CONTEXT_ON_RESET_KHR
		swigIntConstant( GL_LOSE_CONTEXT_ON_RESET_KHR, "GL_LOSE_CONTEXT_ON_RESET_KHR" );
	#endif
	#ifdef GL_GUILTY_CONTEXT_RESET_KHR
		swigIntConstant( GL_GUILTY_CONTEXT_RESET_KHR, "GL_GUILTY_CONTEXT_RESET_KHR" );
	#endif
	#ifdef GL_INNOCENT_CONTEXT_RESET_KHR
		swigIntConstant( GL_INNOCENT_CONTEXT_RESET_KHR, "GL_INNOCENT_CONTEXT_RESET_KHR" );
	#endif
	#ifdef GL_UNKNOWN_CONTEXT_RESET_KHR
		swigIntConstant( GL_UNKNOWN_CONTEXT_RESET_KHR, "GL_UNKNOWN_CONTEXT_RESET_KHR" );
	#endif
	#ifdef GL_RESET_NOTIFICATION_STRATEGY_KHR
		swigIntConstant( GL_RESET_NOTIFICATION_STRATEGY_KHR, "GL_RESET_NOTIFICATION_STRATEGY_KHR" );
	#endif
	#ifdef GL_NO_RESET_NOTIFICATION_KHR
		swigIntConstant( GL_NO_RESET_NOTIFICATION_KHR, "GL_NO_RESET_NOTIFICATION_KHR" );
	#endif
	#ifdef GL_CONTEXT_LOST_KHR
		swigIntConstant( GL_CONTEXT_LOST_KHR, "GL_CONTEXT_LOST_KHR" );
	#endif
	#ifdef GL_KHR_shader_subgroup
		swigIntConstant( GL_KHR_shader_subgroup, "GL_KHR_shader_subgroup" );
	#endif
	#ifdef GL_SUBGROUP_SIZE_KHR
		swigIntConstant( GL_SUBGROUP_SIZE_KHR, "GL_SUBGROUP_SIZE_KHR" );
	#endif
	#ifdef GL_SUBGROUP_SUPPORTED_STAGES_KHR
		swigIntConstant( GL_SUBGROUP_SUPPORTED_STAGES_KHR, "GL_SUBGROUP_SUPPORTED_STAGES_KHR" );
	#endif
	#ifdef GL_SUBGROUP_SUPPORTED_FEATURES_KHR
		swigIntConstant( GL_SUBGROUP_SUPPORTED_FEATURES_KHR, "GL_SUBGROUP_SUPPORTED_FEATURES_KHR" );
	#endif
	#ifdef GL_SUBGROUP_QUAD_ALL_STAGES_KHR
		swigIntConstant( GL_SUBGROUP_QUAD_ALL_STAGES_KHR, "GL_SUBGROUP_QUAD_ALL_STAGES_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_BASIC_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_BASIC_BIT_KHR, "GL_SUBGROUP_FEATURE_BASIC_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_VOTE_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_VOTE_BIT_KHR, "GL_SUBGROUP_FEATURE_VOTE_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR, "GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR, "GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR, "GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR, "GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR, "GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_QUAD_BIT_KHR
		swigIntConstant( GL_SUBGROUP_FEATURE_QUAD_BIT_KHR, "GL_SUBGROUP_FEATURE_QUAD_BIT_KHR" );
	#endif
	#ifdef GL_KHR_texture_compression_astc_hdr
		swigIntConstant( GL_KHR_texture_compression_astc_hdr, "GL_KHR_texture_compression_astc_hdr" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_4x4_KHR, "GL_COMPRESSED_RGBA_ASTC_4x4_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_5x4_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_5x4_KHR, "GL_COMPRESSED_RGBA_ASTC_5x4_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_5x5_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_5x5_KHR, "GL_COMPRESSED_RGBA_ASTC_5x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_6x5_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_6x5_KHR, "GL_COMPRESSED_RGBA_ASTC_6x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_6x6_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_6x6_KHR, "GL_COMPRESSED_RGBA_ASTC_6x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_8x5_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_8x5_KHR, "GL_COMPRESSED_RGBA_ASTC_8x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_8x6_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_8x6_KHR, "GL_COMPRESSED_RGBA_ASTC_8x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_8x8_KHR, "GL_COMPRESSED_RGBA_ASTC_8x8_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_10x5_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_10x5_KHR, "GL_COMPRESSED_RGBA_ASTC_10x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_10x6_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_10x6_KHR, "GL_COMPRESSED_RGBA_ASTC_10x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_10x8_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_10x8_KHR, "GL_COMPRESSED_RGBA_ASTC_10x8_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_10x10_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_10x10_KHR, "GL_COMPRESSED_RGBA_ASTC_10x10_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_12x10_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_12x10_KHR, "GL_COMPRESSED_RGBA_ASTC_12x10_KHR" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_12x12_KHR
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_12x12_KHR, "GL_COMPRESSED_RGBA_ASTC_12x12_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR" );
	#endif
	#ifdef GL_KHR_texture_compression_astc_ldr
		swigIntConstant( GL_KHR_texture_compression_astc_ldr, "GL_KHR_texture_compression_astc_ldr" );
	#endif
	#ifdef GL_KHR_texture_compression_astc_sliced_3d
		swigIntConstant( GL_KHR_texture_compression_astc_sliced_3d, "GL_KHR_texture_compression_astc_sliced_3d" );
	#endif
	#ifdef GL_OES_EGL_image
		swigIntConstant( GL_OES_EGL_image, "GL_OES_EGL_image" );
	#endif
	#ifdef GL_OES_EGL_image_external
		swigIntConstant( GL_OES_EGL_image_external, "GL_OES_EGL_image_external" );
	#endif
	#ifdef GL_TEXTURE_EXTERNAL_OES
		swigIntConstant( GL_TEXTURE_EXTERNAL_OES, "GL_TEXTURE_EXTERNAL_OES" );
	#endif
	#ifdef GL_TEXTURE_BINDING_EXTERNAL_OES
		swigIntConstant( GL_TEXTURE_BINDING_EXTERNAL_OES, "GL_TEXTURE_BINDING_EXTERNAL_OES" );
	#endif
	#ifdef GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES
		swigIntConstant( GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES, "GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES" );
	#endif
	#ifdef GL_SAMPLER_EXTERNAL_OES
		swigIntConstant( GL_SAMPLER_EXTERNAL_OES, "GL_SAMPLER_EXTERNAL_OES" );
	#endif
	#ifdef GL_OES_EGL_image_external_essl3
		swigIntConstant( GL_OES_EGL_image_external_essl3, "GL_OES_EGL_image_external_essl3" );
	#endif
	#ifdef GL_OES_compressed_ETC1_RGB8_sub_texture
		swigIntConstant( GL_OES_compressed_ETC1_RGB8_sub_texture, "GL_OES_compressed_ETC1_RGB8_sub_texture" );
	#endif
	#ifdef GL_OES_compressed_ETC1_RGB8_texture
		swigIntConstant( GL_OES_compressed_ETC1_RGB8_texture, "GL_OES_compressed_ETC1_RGB8_texture" );
	#endif
	#ifdef GL_ETC1_RGB8_OES
		swigIntConstant( GL_ETC1_RGB8_OES, "GL_ETC1_RGB8_OES" );
	#endif
	#ifdef GL_OES_compressed_paletted_texture
		swigIntConstant( GL_OES_compressed_paletted_texture, "GL_OES_compressed_paletted_texture" );
	#endif
	#ifdef GL_PALETTE4_RGB8_OES
		swigIntConstant( GL_PALETTE4_RGB8_OES, "GL_PALETTE4_RGB8_OES" );
	#endif
	#ifdef GL_PALETTE4_RGBA8_OES
		swigIntConstant( GL_PALETTE4_RGBA8_OES, "GL_PALETTE4_RGBA8_OES" );
	#endif
	#ifdef GL_PALETTE4_R5_G6_B5_OES
		swigIntConstant( GL_PALETTE4_R5_G6_B5_OES, "GL_PALETTE4_R5_G6_B5_OES" );
	#endif
	#ifdef GL_PALETTE4_RGBA4_OES
		swigIntConstant( GL_PALETTE4_RGBA4_OES, "GL_PALETTE4_RGBA4_OES" );
	#endif
	#ifdef GL_PALETTE4_RGB5_A1_OES
		swigIntConstant( GL_PALETTE4_RGB5_A1_OES, "GL_PALETTE4_RGB5_A1_OES" );
	#endif
	#ifdef GL_PALETTE8_RGB8_OES
		swigIntConstant( GL_PALETTE8_RGB8_OES, "GL_PALETTE8_RGB8_OES" );
	#endif
	#ifdef GL_PALETTE8_RGBA8_OES
		swigIntConstant( GL_PALETTE8_RGBA8_OES, "GL_PALETTE8_RGBA8_OES" );
	#endif
	#ifdef GL_PALETTE8_R5_G6_B5_OES
		swigIntConstant( GL_PALETTE8_R5_G6_B5_OES, "GL_PALETTE8_R5_G6_B5_OES" );
	#endif
	#ifdef GL_PALETTE8_RGBA4_OES
		swigIntConstant( GL_PALETTE8_RGBA4_OES, "GL_PALETTE8_RGBA4_OES" );
	#endif
	#ifdef GL_PALETTE8_RGB5_A1_OES
		swigIntConstant( GL_PALETTE8_RGB5_A1_OES, "GL_PALETTE8_RGB5_A1_OES" );
	#endif
	#ifdef GL_OES_copy_image
		swigIntConstant( GL_OES_copy_image, "GL_OES_copy_image" );
	#endif
	#ifdef GL_OES_depth24
		swigIntConstant( GL_OES_depth24, "GL_OES_depth24" );
	#endif
	#ifdef GL_DEPTH_COMPONENT24_OES
		swigIntConstant( GL_DEPTH_COMPONENT24_OES, "GL_DEPTH_COMPONENT24_OES" );
	#endif
	#ifdef GL_OES_depth32
		swigIntConstant( GL_OES_depth32, "GL_OES_depth32" );
	#endif
	#ifdef GL_DEPTH_COMPONENT32_OES
		swigIntConstant( GL_DEPTH_COMPONENT32_OES, "GL_DEPTH_COMPONENT32_OES" );
	#endif
	#ifdef GL_OES_depth_texture
		swigIntConstant( GL_OES_depth_texture, "GL_OES_depth_texture" );
	#endif
	#ifdef GL_OES_draw_buffers_indexed
		swigIntConstant( GL_OES_draw_buffers_indexed, "GL_OES_draw_buffers_indexed" );
	#endif
	#ifdef GL_MIN
		swigIntConstant( GL_MIN, "GL_MIN" );
	#endif
	#ifdef GL_MAX
		swigIntConstant( GL_MAX, "GL_MAX" );
	#endif
	#ifdef GL_OES_draw_elements_base_vertex
		swigIntConstant( GL_OES_draw_elements_base_vertex, "GL_OES_draw_elements_base_vertex" );
	#endif
	#ifdef GL_OES_element_index_uint
		swigIntConstant( GL_OES_element_index_uint, "GL_OES_element_index_uint" );
	#endif
	#ifdef GL_OES_fbo_render_mipmap
		swigIntConstant( GL_OES_fbo_render_mipmap, "GL_OES_fbo_render_mipmap" );
	#endif
	#ifdef GL_OES_fragment_precision_high
		swigIntConstant( GL_OES_fragment_precision_high, "GL_OES_fragment_precision_high" );
	#endif
	#ifdef GL_OES_geometry_point_size
		swigIntConstant( GL_OES_geometry_point_size, "GL_OES_geometry_point_size" );
	#endif
	#ifdef GL_OES_geometry_shader
		swigIntConstant( GL_OES_geometry_shader, "GL_OES_geometry_shader" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_OES
		swigIntConstant( GL_GEOMETRY_SHADER_OES, "GL_GEOMETRY_SHADER_OES" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_BIT_OES
		swigIntConstant( GL_GEOMETRY_SHADER_BIT_OES, "GL_GEOMETRY_SHADER_BIT_OES" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_VERTICES_OUT_OES
		swigIntConstant( GL_GEOMETRY_LINKED_VERTICES_OUT_OES, "GL_GEOMETRY_LINKED_VERTICES_OUT_OES" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_INPUT_TYPE_OES
		swigIntConstant( GL_GEOMETRY_LINKED_INPUT_TYPE_OES, "GL_GEOMETRY_LINKED_INPUT_TYPE_OES" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES
		swigIntConstant( GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES, "GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_INVOCATIONS_OES
		swigIntConstant( GL_GEOMETRY_SHADER_INVOCATIONS_OES, "GL_GEOMETRY_SHADER_INVOCATIONS_OES" );
	#endif
	#ifdef GL_LAYER_PROVOKING_VERTEX_OES
		swigIntConstant( GL_LAYER_PROVOKING_VERTEX_OES, "GL_LAYER_PROVOKING_VERTEX_OES" );
	#endif
	#ifdef GL_LINES_ADJACENCY_OES
		swigIntConstant( GL_LINES_ADJACENCY_OES, "GL_LINES_ADJACENCY_OES" );
	#endif
	#ifdef GL_LINE_STRIP_ADJACENCY_OES
		swigIntConstant( GL_LINE_STRIP_ADJACENCY_OES, "GL_LINE_STRIP_ADJACENCY_OES" );
	#endif
	#ifdef GL_TRIANGLES_ADJACENCY_OES
		swigIntConstant( GL_TRIANGLES_ADJACENCY_OES, "GL_TRIANGLES_ADJACENCY_OES" );
	#endif
	#ifdef GL_TRIANGLE_STRIP_ADJACENCY_OES
		swigIntConstant( GL_TRIANGLE_STRIP_ADJACENCY_OES, "GL_TRIANGLE_STRIP_ADJACENCY_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES, "GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES
		swigIntConstant( GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES, "GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES" );
	#endif
	#ifdef GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES, "GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES, "GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES, "GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES
		swigIntConstant( GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES, "GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES, "GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES
		swigIntConstant( GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES, "GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES
		swigIntConstant( GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES, "GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES
		swigIntConstant( GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES, "GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES
		swigIntConstant( GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES, "GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES
		swigIntConstant( GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES, "GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES" );
	#endif
	#ifdef GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES
		swigIntConstant( GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES, "GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES" );
	#endif
	#ifdef GL_FIRST_VERTEX_CONVENTION_OES
		swigIntConstant( GL_FIRST_VERTEX_CONVENTION_OES, "GL_FIRST_VERTEX_CONVENTION_OES" );
	#endif
	#ifdef GL_LAST_VERTEX_CONVENTION_OES
		swigIntConstant( GL_LAST_VERTEX_CONVENTION_OES, "GL_LAST_VERTEX_CONVENTION_OES" );
	#endif
	#ifdef GL_UNDEFINED_VERTEX_OES
		swigIntConstant( GL_UNDEFINED_VERTEX_OES, "GL_UNDEFINED_VERTEX_OES" );
	#endif
	#ifdef GL_PRIMITIVES_GENERATED_OES
		swigIntConstant( GL_PRIMITIVES_GENERATED_OES, "GL_PRIMITIVES_GENERATED_OES" );
	#endif
	#ifdef GL_FRAMEBUFFER_DEFAULT_LAYERS_OES
		swigIntConstant( GL_FRAMEBUFFER_DEFAULT_LAYERS_OES, "GL_FRAMEBUFFER_DEFAULT_LAYERS_OES" );
	#endif
	#ifdef GL_MAX_FRAMEBUFFER_LAYERS_OES
		swigIntConstant( GL_MAX_FRAMEBUFFER_LAYERS_OES, "GL_MAX_FRAMEBUFFER_LAYERS_OES" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES, "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES, "GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES" );
	#endif
	#ifdef GL_REFERENCED_BY_GEOMETRY_SHADER_OES
		swigIntConstant( GL_REFERENCED_BY_GEOMETRY_SHADER_OES, "GL_REFERENCED_BY_GEOMETRY_SHADER_OES" );
	#endif
	#ifdef GL_OES_get_program_binary
		swigIntConstant( GL_OES_get_program_binary, "GL_OES_get_program_binary" );
	#endif
	#ifdef GL_PROGRAM_BINARY_LENGTH_OES
		swigIntConstant( GL_PROGRAM_BINARY_LENGTH_OES, "GL_PROGRAM_BINARY_LENGTH_OES" );
	#endif
	#ifdef GL_NUM_PROGRAM_BINARY_FORMATS_OES
		swigIntConstant( GL_NUM_PROGRAM_BINARY_FORMATS_OES, "GL_NUM_PROGRAM_BINARY_FORMATS_OES" );
	#endif
	#ifdef GL_PROGRAM_BINARY_FORMATS_OES
		swigIntConstant( GL_PROGRAM_BINARY_FORMATS_OES, "GL_PROGRAM_BINARY_FORMATS_OES" );
	#endif
	#ifdef GL_OES_gpu_shader5
		swigIntConstant( GL_OES_gpu_shader5, "GL_OES_gpu_shader5" );
	#endif
	#ifdef GL_OES_mapbuffer
		swigIntConstant( GL_OES_mapbuffer, "GL_OES_mapbuffer" );
	#endif
	#ifdef GL_WRITE_ONLY_OES
		swigIntConstant( GL_WRITE_ONLY_OES, "GL_WRITE_ONLY_OES" );
	#endif
	#ifdef GL_BUFFER_ACCESS_OES
		swigIntConstant( GL_BUFFER_ACCESS_OES, "GL_BUFFER_ACCESS_OES" );
	#endif
	#ifdef GL_BUFFER_MAPPED_OES
		swigIntConstant( GL_BUFFER_MAPPED_OES, "GL_BUFFER_MAPPED_OES" );
	#endif
	#ifdef GL_BUFFER_MAP_POINTER_OES
		swigIntConstant( GL_BUFFER_MAP_POINTER_OES, "GL_BUFFER_MAP_POINTER_OES" );
	#endif
	#ifdef GL_OES_packed_depth_stencil
		swigIntConstant( GL_OES_packed_depth_stencil, "GL_OES_packed_depth_stencil" );
	#endif
	#ifdef GL_DEPTH_STENCIL_OES
		swigIntConstant( GL_DEPTH_STENCIL_OES, "GL_DEPTH_STENCIL_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_24_8_OES
		swigIntConstant( GL_UNSIGNED_INT_24_8_OES, "GL_UNSIGNED_INT_24_8_OES" );
	#endif
	#ifdef GL_DEPTH24_STENCIL8_OES
		swigIntConstant( GL_DEPTH24_STENCIL8_OES, "GL_DEPTH24_STENCIL8_OES" );
	#endif
	#ifdef GL_OES_primitive_bounding_box
		swigIntConstant( GL_OES_primitive_bounding_box, "GL_OES_primitive_bounding_box" );
	#endif
	#ifdef GL_PRIMITIVE_BOUNDING_BOX_OES
		swigIntConstant( GL_PRIMITIVE_BOUNDING_BOX_OES, "GL_PRIMITIVE_BOUNDING_BOX_OES" );
	#endif
	#ifdef GL_OES_required_internalformat
		swigIntConstant( GL_OES_required_internalformat, "GL_OES_required_internalformat" );
	#endif
	#ifdef GL_ALPHA8_OES
		swigIntConstant( GL_ALPHA8_OES, "GL_ALPHA8_OES" );
	#endif
	#ifdef GL_DEPTH_COMPONENT16_OES
		swigIntConstant( GL_DEPTH_COMPONENT16_OES, "GL_DEPTH_COMPONENT16_OES" );
	#endif
	#ifdef GL_LUMINANCE4_ALPHA4_OES
		swigIntConstant( GL_LUMINANCE4_ALPHA4_OES, "GL_LUMINANCE4_ALPHA4_OES" );
	#endif
	#ifdef GL_LUMINANCE8_ALPHA8_OES
		swigIntConstant( GL_LUMINANCE8_ALPHA8_OES, "GL_LUMINANCE8_ALPHA8_OES" );
	#endif
	#ifdef GL_LUMINANCE8_OES
		swigIntConstant( GL_LUMINANCE8_OES, "GL_LUMINANCE8_OES" );
	#endif
	#ifdef GL_RGBA4_OES
		swigIntConstant( GL_RGBA4_OES, "GL_RGBA4_OES" );
	#endif
	#ifdef GL_RGB5_A1_OES
		swigIntConstant( GL_RGB5_A1_OES, "GL_RGB5_A1_OES" );
	#endif
	#ifdef GL_RGB565_OES
		swigIntConstant( GL_RGB565_OES, "GL_RGB565_OES" );
	#endif
	#ifdef GL_RGB8_OES
		swigIntConstant( GL_RGB8_OES, "GL_RGB8_OES" );
	#endif
	#ifdef GL_RGBA8_OES
		swigIntConstant( GL_RGBA8_OES, "GL_RGBA8_OES" );
	#endif
	#ifdef GL_RGB10_EXT
		swigIntConstant( GL_RGB10_EXT, "GL_RGB10_EXT" );
	#endif
	#ifdef GL_RGB10_A2_EXT
		swigIntConstant( GL_RGB10_A2_EXT, "GL_RGB10_A2_EXT" );
	#endif
	#ifdef GL_OES_rgb8_rgba8
		swigIntConstant( GL_OES_rgb8_rgba8, "GL_OES_rgb8_rgba8" );
	#endif
	#ifdef GL_OES_sample_shading
		swigIntConstant( GL_OES_sample_shading, "GL_OES_sample_shading" );
	#endif
	#ifdef GL_SAMPLE_SHADING_OES
		swigIntConstant( GL_SAMPLE_SHADING_OES, "GL_SAMPLE_SHADING_OES" );
	#endif
	#ifdef GL_MIN_SAMPLE_SHADING_VALUE_OES
		swigIntConstant( GL_MIN_SAMPLE_SHADING_VALUE_OES, "GL_MIN_SAMPLE_SHADING_VALUE_OES" );
	#endif
	#ifdef GL_OES_sample_variables
		swigIntConstant( GL_OES_sample_variables, "GL_OES_sample_variables" );
	#endif
	#ifdef GL_OES_shader_image_atomic
		swigIntConstant( GL_OES_shader_image_atomic, "GL_OES_shader_image_atomic" );
	#endif
	#ifdef GL_OES_shader_io_blocks
		swigIntConstant( GL_OES_shader_io_blocks, "GL_OES_shader_io_blocks" );
	#endif
	#ifdef GL_OES_shader_multisample_interpolation
		swigIntConstant( GL_OES_shader_multisample_interpolation, "GL_OES_shader_multisample_interpolation" );
	#endif
	#ifdef GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES
		swigIntConstant( GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES, "GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES" );
	#endif
	#ifdef GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES
		swigIntConstant( GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES, "GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES" );
	#endif
	#ifdef GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES
		swigIntConstant( GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES, "GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES" );
	#endif
	#ifdef GL_OES_standard_derivatives
		swigIntConstant( GL_OES_standard_derivatives, "GL_OES_standard_derivatives" );
	#endif
	#ifdef GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
		swigIntConstant( GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, "GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES" );
	#endif
	#ifdef GL_OES_stencil1
		swigIntConstant( GL_OES_stencil1, "GL_OES_stencil1" );
	#endif
	#ifdef GL_STENCIL_INDEX1_OES
		swigIntConstant( GL_STENCIL_INDEX1_OES, "GL_STENCIL_INDEX1_OES" );
	#endif
	#ifdef GL_OES_stencil4
		swigIntConstant( GL_OES_stencil4, "GL_OES_stencil4" );
	#endif
	#ifdef GL_STENCIL_INDEX4_OES
		swigIntConstant( GL_STENCIL_INDEX4_OES, "GL_STENCIL_INDEX4_OES" );
	#endif
	#ifdef GL_OES_surfaceless_context
		swigIntConstant( GL_OES_surfaceless_context, "GL_OES_surfaceless_context" );
	#endif
	#ifdef GL_FRAMEBUFFER_UNDEFINED_OES
		swigIntConstant( GL_FRAMEBUFFER_UNDEFINED_OES, "GL_FRAMEBUFFER_UNDEFINED_OES" );
	#endif
	#ifdef GL_OES_tessellation_point_size
		swigIntConstant( GL_OES_tessellation_point_size, "GL_OES_tessellation_point_size" );
	#endif
	#ifdef GL_OES_tessellation_shader
		swigIntConstant( GL_OES_tessellation_shader, "GL_OES_tessellation_shader" );
	#endif
	#ifdef GL_PATCHES_OES
		swigIntConstant( GL_PATCHES_OES, "GL_PATCHES_OES" );
	#endif
	#ifdef GL_PATCH_VERTICES_OES
		swigIntConstant( GL_PATCH_VERTICES_OES, "GL_PATCH_VERTICES_OES" );
	#endif
	#ifdef GL_TESS_CONTROL_OUTPUT_VERTICES_OES
		swigIntConstant( GL_TESS_CONTROL_OUTPUT_VERTICES_OES, "GL_TESS_CONTROL_OUTPUT_VERTICES_OES" );
	#endif
	#ifdef GL_TESS_GEN_MODE_OES
		swigIntConstant( GL_TESS_GEN_MODE_OES, "GL_TESS_GEN_MODE_OES" );
	#endif
	#ifdef GL_TESS_GEN_SPACING_OES
		swigIntConstant( GL_TESS_GEN_SPACING_OES, "GL_TESS_GEN_SPACING_OES" );
	#endif
	#ifdef GL_TESS_GEN_VERTEX_ORDER_OES
		swigIntConstant( GL_TESS_GEN_VERTEX_ORDER_OES, "GL_TESS_GEN_VERTEX_ORDER_OES" );
	#endif
	#ifdef GL_TESS_GEN_POINT_MODE_OES
		swigIntConstant( GL_TESS_GEN_POINT_MODE_OES, "GL_TESS_GEN_POINT_MODE_OES" );
	#endif
	#ifdef GL_ISOLINES_OES
		swigIntConstant( GL_ISOLINES_OES, "GL_ISOLINES_OES" );
	#endif
	#ifdef GL_QUADS_OES
		swigIntConstant( GL_QUADS_OES, "GL_QUADS_OES" );
	#endif
	#ifdef GL_FRACTIONAL_ODD_OES
		swigIntConstant( GL_FRACTIONAL_ODD_OES, "GL_FRACTIONAL_ODD_OES" );
	#endif
	#ifdef GL_FRACTIONAL_EVEN_OES
		swigIntConstant( GL_FRACTIONAL_EVEN_OES, "GL_FRACTIONAL_EVEN_OES" );
	#endif
	#ifdef GL_MAX_PATCH_VERTICES_OES
		swigIntConstant( GL_MAX_PATCH_VERTICES_OES, "GL_MAX_PATCH_VERTICES_OES" );
	#endif
	#ifdef GL_MAX_TESS_GEN_LEVEL_OES
		swigIntConstant( GL_MAX_TESS_GEN_LEVEL_OES, "GL_MAX_TESS_GEN_LEVEL_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES, "GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES, "GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES, "GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES, "GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES, "GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_PATCH_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_PATCH_COMPONENTS_OES, "GL_MAX_TESS_PATCH_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES, "GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES, "GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES, "GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES, "GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES, "GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES, "GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES, "GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES
		swigIntConstant( GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES, "GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES, "GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES, "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES, "GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES, "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES, "GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES, "GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES
		swigIntConstant( GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES, "GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES
		swigIntConstant( GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES, "GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES" );
	#endif
	#ifdef GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES
		swigIntConstant( GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES, "GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES" );
	#endif
	#ifdef GL_IS_PER_PATCH_OES
		swigIntConstant( GL_IS_PER_PATCH_OES, "GL_IS_PER_PATCH_OES" );
	#endif
	#ifdef GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES
		swigIntConstant( GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES, "GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES" );
	#endif
	#ifdef GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES
		swigIntConstant( GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES, "GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES" );
	#endif
	#ifdef GL_TESS_CONTROL_SHADER_OES
		swigIntConstant( GL_TESS_CONTROL_SHADER_OES, "GL_TESS_CONTROL_SHADER_OES" );
	#endif
	#ifdef GL_TESS_EVALUATION_SHADER_OES
		swigIntConstant( GL_TESS_EVALUATION_SHADER_OES, "GL_TESS_EVALUATION_SHADER_OES" );
	#endif
	#ifdef GL_TESS_CONTROL_SHADER_BIT_OES
		swigIntConstant( GL_TESS_CONTROL_SHADER_BIT_OES, "GL_TESS_CONTROL_SHADER_BIT_OES" );
	#endif
	#ifdef GL_TESS_EVALUATION_SHADER_BIT_OES
		swigIntConstant( GL_TESS_EVALUATION_SHADER_BIT_OES, "GL_TESS_EVALUATION_SHADER_BIT_OES" );
	#endif
	#ifdef GL_OES_texture_3D
		swigIntConstant( GL_OES_texture_3D, "GL_OES_texture_3D" );
	#endif
	#ifdef GL_TEXTURE_WRAP_R_OES
		swigIntConstant( GL_TEXTURE_WRAP_R_OES, "GL_TEXTURE_WRAP_R_OES" );
	#endif
	#ifdef GL_TEXTURE_3D_OES
		swigIntConstant( GL_TEXTURE_3D_OES, "GL_TEXTURE_3D_OES" );
	#endif
	#ifdef GL_TEXTURE_BINDING_3D_OES
		swigIntConstant( GL_TEXTURE_BINDING_3D_OES, "GL_TEXTURE_BINDING_3D_OES" );
	#endif
	#ifdef GL_MAX_3D_TEXTURE_SIZE_OES
		swigIntConstant( GL_MAX_3D_TEXTURE_SIZE_OES, "GL_MAX_3D_TEXTURE_SIZE_OES" );
	#endif
	#ifdef GL_SAMPLER_3D_OES
		swigIntConstant( GL_SAMPLER_3D_OES, "GL_SAMPLER_3D_OES" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES" );
	#endif
	#ifdef GL_OES_texture_border_clamp
		swigIntConstant( GL_OES_texture_border_clamp, "GL_OES_texture_border_clamp" );
	#endif
	#ifdef GL_TEXTURE_BORDER_COLOR_OES
		swigIntConstant( GL_TEXTURE_BORDER_COLOR_OES, "GL_TEXTURE_BORDER_COLOR_OES" );
	#endif
	#ifdef GL_CLAMP_TO_BORDER_OES
		swigIntConstant( GL_CLAMP_TO_BORDER_OES, "GL_CLAMP_TO_BORDER_OES" );
	#endif
	#ifdef GL_OES_texture_buffer
		swigIntConstant( GL_OES_texture_buffer, "GL_OES_texture_buffer" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_OES
		swigIntConstant( GL_TEXTURE_BUFFER_OES, "GL_TEXTURE_BUFFER_OES" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_BINDING_OES
		swigIntConstant( GL_TEXTURE_BUFFER_BINDING_OES, "GL_TEXTURE_BUFFER_BINDING_OES" );
	#endif
	#ifdef GL_MAX_TEXTURE_BUFFER_SIZE_OES
		swigIntConstant( GL_MAX_TEXTURE_BUFFER_SIZE_OES, "GL_MAX_TEXTURE_BUFFER_SIZE_OES" );
	#endif
	#ifdef GL_TEXTURE_BINDING_BUFFER_OES
		swigIntConstant( GL_TEXTURE_BINDING_BUFFER_OES, "GL_TEXTURE_BINDING_BUFFER_OES" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES
		swigIntConstant( GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES, "GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES
		swigIntConstant( GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES, "GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES" );
	#endif
	#ifdef GL_SAMPLER_BUFFER_OES
		swigIntConstant( GL_SAMPLER_BUFFER_OES, "GL_SAMPLER_BUFFER_OES" );
	#endif
	#ifdef GL_INT_SAMPLER_BUFFER_OES
		swigIntConstant( GL_INT_SAMPLER_BUFFER_OES, "GL_INT_SAMPLER_BUFFER_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_SAMPLER_BUFFER_OES
		swigIntConstant( GL_UNSIGNED_INT_SAMPLER_BUFFER_OES, "GL_UNSIGNED_INT_SAMPLER_BUFFER_OES" );
	#endif
	#ifdef GL_IMAGE_BUFFER_OES
		swigIntConstant( GL_IMAGE_BUFFER_OES, "GL_IMAGE_BUFFER_OES" );
	#endif
	#ifdef GL_INT_IMAGE_BUFFER_OES
		swigIntConstant( GL_INT_IMAGE_BUFFER_OES, "GL_INT_IMAGE_BUFFER_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_IMAGE_BUFFER_OES
		swigIntConstant( GL_UNSIGNED_INT_IMAGE_BUFFER_OES, "GL_UNSIGNED_INT_IMAGE_BUFFER_OES" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_OFFSET_OES
		swigIntConstant( GL_TEXTURE_BUFFER_OFFSET_OES, "GL_TEXTURE_BUFFER_OFFSET_OES" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_SIZE_OES
		swigIntConstant( GL_TEXTURE_BUFFER_SIZE_OES, "GL_TEXTURE_BUFFER_SIZE_OES" );
	#endif
	#ifdef GL_OES_texture_compression_astc
		swigIntConstant( GL_OES_texture_compression_astc, "GL_OES_texture_compression_astc" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_3x3x3_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_3x3x3_OES, "GL_COMPRESSED_RGBA_ASTC_3x3x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_4x3x3_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_4x3x3_OES, "GL_COMPRESSED_RGBA_ASTC_4x3x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_4x4x3_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_4x4x3_OES, "GL_COMPRESSED_RGBA_ASTC_4x4x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_4x4x4_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_4x4x4_OES, "GL_COMPRESSED_RGBA_ASTC_4x4x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_5x4x4_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_5x4x4_OES, "GL_COMPRESSED_RGBA_ASTC_5x4x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_5x5x4_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_5x5x4_OES, "GL_COMPRESSED_RGBA_ASTC_5x5x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_5x5x5_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_5x5x5_OES, "GL_COMPRESSED_RGBA_ASTC_5x5x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_6x5x5_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_6x5x5_OES, "GL_COMPRESSED_RGBA_ASTC_6x5x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_6x6x5_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_6x6x5_OES, "GL_COMPRESSED_RGBA_ASTC_6x6x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_ASTC_6x6x6_OES
		swigIntConstant( GL_COMPRESSED_RGBA_ASTC_6x6x6_OES, "GL_COMPRESSED_RGBA_ASTC_6x6x6_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES" );
	#endif
	#ifdef GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES
		swigIntConstant( GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES" );
	#endif
	#ifdef GL_OES_texture_cube_map_array
		swigIntConstant( GL_OES_texture_cube_map_array, "GL_OES_texture_cube_map_array" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_TEXTURE_CUBE_MAP_ARRAY_OES, "GL_TEXTURE_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES, "GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_SAMPLER_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_SAMPLER_CUBE_MAP_ARRAY_OES, "GL_SAMPLER_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES
		swigIntConstant( GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES, "GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES" );
	#endif
	#ifdef GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES, "GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES, "GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_IMAGE_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_IMAGE_CUBE_MAP_ARRAY_OES, "GL_IMAGE_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_INT_IMAGE_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_INT_IMAGE_CUBE_MAP_ARRAY_OES, "GL_INT_IMAGE_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES
		swigIntConstant( GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES, "GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES" );
	#endif
	#ifdef GL_OES_texture_float
		swigIntConstant( GL_OES_texture_float, "GL_OES_texture_float" );
	#endif
	#ifdef GL_OES_texture_float_linear
		swigIntConstant( GL_OES_texture_float_linear, "GL_OES_texture_float_linear" );
	#endif
	#ifdef GL_OES_texture_half_float
		swigIntConstant( GL_OES_texture_half_float, "GL_OES_texture_half_float" );
	#endif
	#ifdef GL_HALF_FLOAT_OES
		swigIntConstant( GL_HALF_FLOAT_OES, "GL_HALF_FLOAT_OES" );
	#endif
	#ifdef GL_OES_texture_half_float_linear
		swigIntConstant( GL_OES_texture_half_float_linear, "GL_OES_texture_half_float_linear" );
	#endif
	#ifdef GL_OES_texture_npot
		swigIntConstant( GL_OES_texture_npot, "GL_OES_texture_npot" );
	#endif
	#ifdef GL_OES_texture_stencil8
		swigIntConstant( GL_OES_texture_stencil8, "GL_OES_texture_stencil8" );
	#endif
	#ifdef GL_STENCIL_INDEX_OES
		swigIntConstant( GL_STENCIL_INDEX_OES, "GL_STENCIL_INDEX_OES" );
	#endif
	#ifdef GL_STENCIL_INDEX8_OES
		swigIntConstant( GL_STENCIL_INDEX8_OES, "GL_STENCIL_INDEX8_OES" );
	#endif
	#ifdef GL_OES_texture_storage_multisample_2d_array
		swigIntConstant( GL_OES_texture_storage_multisample_2d_array, "GL_OES_texture_storage_multisample_2d_array" );
	#endif
	#ifdef GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES
		swigIntConstant( GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, "GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES" );
	#endif
	#ifdef GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES
		swigIntConstant( GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES, "GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES" );
	#endif
	#ifdef GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES
		swigIntConstant( GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES, "GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES" );
	#endif
	#ifdef GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES
		swigIntConstant( GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES, "GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES" );
	#endif
	#ifdef GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES
		swigIntConstant( GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES, "GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES" );
	#endif
	#ifdef GL_OES_texture_view
		swigIntConstant( GL_OES_texture_view, "GL_OES_texture_view" );
	#endif
	#ifdef GL_TEXTURE_VIEW_MIN_LEVEL_OES
		swigIntConstant( GL_TEXTURE_VIEW_MIN_LEVEL_OES, "GL_TEXTURE_VIEW_MIN_LEVEL_OES" );
	#endif
	#ifdef GL_TEXTURE_VIEW_NUM_LEVELS_OES
		swigIntConstant( GL_TEXTURE_VIEW_NUM_LEVELS_OES, "GL_TEXTURE_VIEW_NUM_LEVELS_OES" );
	#endif
	#ifdef GL_TEXTURE_VIEW_MIN_LAYER_OES
		swigIntConstant( GL_TEXTURE_VIEW_MIN_LAYER_OES, "GL_TEXTURE_VIEW_MIN_LAYER_OES" );
	#endif
	#ifdef GL_TEXTURE_VIEW_NUM_LAYERS_OES
		swigIntConstant( GL_TEXTURE_VIEW_NUM_LAYERS_OES, "GL_TEXTURE_VIEW_NUM_LAYERS_OES" );
	#endif
	#ifdef GL_TEXTURE_IMMUTABLE_LEVELS
		swigIntConstant( GL_TEXTURE_IMMUTABLE_LEVELS, "GL_TEXTURE_IMMUTABLE_LEVELS" );
	#endif
	#ifdef GL_OES_vertex_array_object
		swigIntConstant( GL_OES_vertex_array_object, "GL_OES_vertex_array_object" );
	#endif
	#ifdef GL_VERTEX_ARRAY_BINDING_OES
		swigIntConstant( GL_VERTEX_ARRAY_BINDING_OES, "GL_VERTEX_ARRAY_BINDING_OES" );
	#endif
	#ifdef GL_OES_vertex_half_float
		swigIntConstant( GL_OES_vertex_half_float, "GL_OES_vertex_half_float" );
	#endif
	#ifdef GL_OES_vertex_type_10_10_10_2
		swigIntConstant( GL_OES_vertex_type_10_10_10_2, "GL_OES_vertex_type_10_10_10_2" );
	#endif
	#ifdef GL_UNSIGNED_INT_10_10_10_2_OES
		swigIntConstant( GL_UNSIGNED_INT_10_10_10_2_OES, "GL_UNSIGNED_INT_10_10_10_2_OES" );
	#endif
	#ifdef GL_INT_10_10_10_2_OES
		swigIntConstant( GL_INT_10_10_10_2_OES, "GL_INT_10_10_10_2_OES" );
	#endif
	#ifdef GL_OES_viewport_array
		swigIntConstant( GL_OES_viewport_array, "GL_OES_viewport_array" );
	#endif
	#ifdef GL_MAX_VIEWPORTS_OES
		swigIntConstant( GL_MAX_VIEWPORTS_OES, "GL_MAX_VIEWPORTS_OES" );
	#endif
	#ifdef GL_VIEWPORT_SUBPIXEL_BITS_OES
		swigIntConstant( GL_VIEWPORT_SUBPIXEL_BITS_OES, "GL_VIEWPORT_SUBPIXEL_BITS_OES" );
	#endif
	#ifdef GL_VIEWPORT_BOUNDS_RANGE_OES
		swigIntConstant( GL_VIEWPORT_BOUNDS_RANGE_OES, "GL_VIEWPORT_BOUNDS_RANGE_OES" );
	#endif
	#ifdef GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES
		swigIntConstant( GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES, "GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES" );
	#endif
	#ifdef GL_AMD_compressed_3DC_texture
		swigIntConstant( GL_AMD_compressed_3DC_texture, "GL_AMD_compressed_3DC_texture" );
	#endif
	#ifdef GL_3DC_X_AMD
		swigIntConstant( GL_3DC_X_AMD, "GL_3DC_X_AMD" );
	#endif
	#ifdef GL_3DC_XY_AMD
		swigIntConstant( GL_3DC_XY_AMD, "GL_3DC_XY_AMD" );
	#endif
	#ifdef GL_AMD_compressed_ATC_texture
		swigIntConstant( GL_AMD_compressed_ATC_texture, "GL_AMD_compressed_ATC_texture" );
	#endif
	#ifdef GL_ATC_RGB_AMD
		swigIntConstant( GL_ATC_RGB_AMD, "GL_ATC_RGB_AMD" );
	#endif
	#ifdef GL_ATC_RGBA_EXPLICIT_ALPHA_AMD
		swigIntConstant( GL_ATC_RGBA_EXPLICIT_ALPHA_AMD, "GL_ATC_RGBA_EXPLICIT_ALPHA_AMD" );
	#endif
	#ifdef GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD
		swigIntConstant( GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD, "GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD" );
	#endif
	#ifdef GL_AMD_framebuffer_multisample_advanced
		swigIntConstant( GL_AMD_framebuffer_multisample_advanced, "GL_AMD_framebuffer_multisample_advanced" );
	#endif
	#ifdef GL_RENDERBUFFER_STORAGE_SAMPLES_AMD
		swigIntConstant( GL_RENDERBUFFER_STORAGE_SAMPLES_AMD, "GL_RENDERBUFFER_STORAGE_SAMPLES_AMD" );
	#endif
	#ifdef GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD
		swigIntConstant( GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD, "GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD" );
	#endif
	#ifdef GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD
		swigIntConstant( GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD, "GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD" );
	#endif
	#ifdef GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD
		swigIntConstant( GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD, "GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD" );
	#endif
	#ifdef GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD
		swigIntConstant( GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD, "GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD" );
	#endif
	#ifdef GL_SUPPORTED_MULTISAMPLE_MODES_AMD
		swigIntConstant( GL_SUPPORTED_MULTISAMPLE_MODES_AMD, "GL_SUPPORTED_MULTISAMPLE_MODES_AMD" );
	#endif
	#ifdef GL_AMD_performance_monitor
		swigIntConstant( GL_AMD_performance_monitor, "GL_AMD_performance_monitor" );
	#endif
	#ifdef GL_COUNTER_TYPE_AMD
		swigIntConstant( GL_COUNTER_TYPE_AMD, "GL_COUNTER_TYPE_AMD" );
	#endif
	#ifdef GL_COUNTER_RANGE_AMD
		swigIntConstant( GL_COUNTER_RANGE_AMD, "GL_COUNTER_RANGE_AMD" );
	#endif
	#ifdef GL_UNSIGNED_INT64_AMD
		swigIntConstant( GL_UNSIGNED_INT64_AMD, "GL_UNSIGNED_INT64_AMD" );
	#endif
	#ifdef GL_PERCENTAGE_AMD
		swigIntConstant( GL_PERCENTAGE_AMD, "GL_PERCENTAGE_AMD" );
	#endif
	#ifdef GL_PERFMON_RESULT_AVAILABLE_AMD
		swigIntConstant( GL_PERFMON_RESULT_AVAILABLE_AMD, "GL_PERFMON_RESULT_AVAILABLE_AMD" );
	#endif
	#ifdef GL_PERFMON_RESULT_SIZE_AMD
		swigIntConstant( GL_PERFMON_RESULT_SIZE_AMD, "GL_PERFMON_RESULT_SIZE_AMD" );
	#endif
	#ifdef GL_PERFMON_RESULT_AMD
		swigIntConstant( GL_PERFMON_RESULT_AMD, "GL_PERFMON_RESULT_AMD" );
	#endif
	#ifdef GL_AMD_program_binary_Z400
		swigIntConstant( GL_AMD_program_binary_Z400, "GL_AMD_program_binary_Z400" );
	#endif
	#ifdef GL_Z400_BINARY_AMD
		swigIntConstant( GL_Z400_BINARY_AMD, "GL_Z400_BINARY_AMD" );
	#endif
	#ifdef GL_ANDROID_extension_pack_es31a
		swigIntConstant( GL_ANDROID_extension_pack_es31a, "GL_ANDROID_extension_pack_es31a" );
	#endif
	#ifdef GL_ANGLE_depth_texture
		swigIntConstant( GL_ANGLE_depth_texture, "GL_ANGLE_depth_texture" );
	#endif
	#ifdef GL_ANGLE_framebuffer_blit
		swigIntConstant( GL_ANGLE_framebuffer_blit, "GL_ANGLE_framebuffer_blit" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_ANGLE
		swigIntConstant( GL_READ_FRAMEBUFFER_ANGLE, "GL_READ_FRAMEBUFFER_ANGLE" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_ANGLE
		swigIntConstant( GL_DRAW_FRAMEBUFFER_ANGLE, "GL_DRAW_FRAMEBUFFER_ANGLE" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
		swigIntConstant( GL_DRAW_FRAMEBUFFER_BINDING_ANGLE, "GL_DRAW_FRAMEBUFFER_BINDING_ANGLE" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_BINDING_ANGLE
		swigIntConstant( GL_READ_FRAMEBUFFER_BINDING_ANGLE, "GL_READ_FRAMEBUFFER_BINDING_ANGLE" );
	#endif
	#ifdef GL_ANGLE_framebuffer_multisample
		swigIntConstant( GL_ANGLE_framebuffer_multisample, "GL_ANGLE_framebuffer_multisample" );
	#endif
	#ifdef GL_RENDERBUFFER_SAMPLES_ANGLE
		swigIntConstant( GL_RENDERBUFFER_SAMPLES_ANGLE, "GL_RENDERBUFFER_SAMPLES_ANGLE" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE" );
	#endif
	#ifdef GL_MAX_SAMPLES_ANGLE
		swigIntConstant( GL_MAX_SAMPLES_ANGLE, "GL_MAX_SAMPLES_ANGLE" );
	#endif
	#ifdef GL_ANGLE_instanced_arrays
		swigIntConstant( GL_ANGLE_instanced_arrays, "GL_ANGLE_instanced_arrays" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE, "GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE" );
	#endif
	#ifdef GL_ANGLE_pack_reverse_row_order
		swigIntConstant( GL_ANGLE_pack_reverse_row_order, "GL_ANGLE_pack_reverse_row_order" );
	#endif
	#ifdef GL_PACK_REVERSE_ROW_ORDER_ANGLE
		swigIntConstant( GL_PACK_REVERSE_ROW_ORDER_ANGLE, "GL_PACK_REVERSE_ROW_ORDER_ANGLE" );
	#endif
	#ifdef GL_ANGLE_program_binary
		swigIntConstant( GL_ANGLE_program_binary, "GL_ANGLE_program_binary" );
	#endif
	#ifdef GL_PROGRAM_BINARY_ANGLE
		swigIntConstant( GL_PROGRAM_BINARY_ANGLE, "GL_PROGRAM_BINARY_ANGLE" );
	#endif
	#ifdef GL_ANGLE_texture_compression_dxt3
		swigIntConstant( GL_ANGLE_texture_compression_dxt3, "GL_ANGLE_texture_compression_dxt3" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE
		swigIntConstant( GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, "GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE" );
	#endif
	#ifdef GL_ANGLE_texture_compression_dxt5
		swigIntConstant( GL_ANGLE_texture_compression_dxt5, "GL_ANGLE_texture_compression_dxt5" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE
		swigIntConstant( GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, "GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE" );
	#endif
	#ifdef GL_ANGLE_texture_usage
		swigIntConstant( GL_ANGLE_texture_usage, "GL_ANGLE_texture_usage" );
	#endif
	#ifdef GL_TEXTURE_USAGE_ANGLE
		swigIntConstant( GL_TEXTURE_USAGE_ANGLE, "GL_TEXTURE_USAGE_ANGLE" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_ANGLE
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_ANGLE, "GL_FRAMEBUFFER_ATTACHMENT_ANGLE" );
	#endif
	#ifdef GL_ANGLE_translated_shader_source
		swigIntConstant( GL_ANGLE_translated_shader_source, "GL_ANGLE_translated_shader_source" );
	#endif
	#ifdef GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
		swigIntConstant( GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, "GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE" );
	#endif
	#ifdef GL_APPLE_clip_distance
		swigIntConstant( GL_APPLE_clip_distance, "GL_APPLE_clip_distance" );
	#endif
	#ifdef GL_MAX_CLIP_DISTANCES_APPLE
		swigIntConstant( GL_MAX_CLIP_DISTANCES_APPLE, "GL_MAX_CLIP_DISTANCES_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE0_APPLE
		swigIntConstant( GL_CLIP_DISTANCE0_APPLE, "GL_CLIP_DISTANCE0_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE1_APPLE
		swigIntConstant( GL_CLIP_DISTANCE1_APPLE, "GL_CLIP_DISTANCE1_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE2_APPLE
		swigIntConstant( GL_CLIP_DISTANCE2_APPLE, "GL_CLIP_DISTANCE2_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE3_APPLE
		swigIntConstant( GL_CLIP_DISTANCE3_APPLE, "GL_CLIP_DISTANCE3_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE4_APPLE
		swigIntConstant( GL_CLIP_DISTANCE4_APPLE, "GL_CLIP_DISTANCE4_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE5_APPLE
		swigIntConstant( GL_CLIP_DISTANCE5_APPLE, "GL_CLIP_DISTANCE5_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE6_APPLE
		swigIntConstant( GL_CLIP_DISTANCE6_APPLE, "GL_CLIP_DISTANCE6_APPLE" );
	#endif
	#ifdef GL_CLIP_DISTANCE7_APPLE
		swigIntConstant( GL_CLIP_DISTANCE7_APPLE, "GL_CLIP_DISTANCE7_APPLE" );
	#endif
	#ifdef GL_APPLE_color_buffer_packed_float
		swigIntConstant( GL_APPLE_color_buffer_packed_float, "GL_APPLE_color_buffer_packed_float" );
	#endif
	#ifdef GL_APPLE_copy_texture_levels
		swigIntConstant( GL_APPLE_copy_texture_levels, "GL_APPLE_copy_texture_levels" );
	#endif
	#ifdef GL_APPLE_framebuffer_multisample
		swigIntConstant( GL_APPLE_framebuffer_multisample, "GL_APPLE_framebuffer_multisample" );
	#endif
	#ifdef GL_RENDERBUFFER_SAMPLES_APPLE
		swigIntConstant( GL_RENDERBUFFER_SAMPLES_APPLE, "GL_RENDERBUFFER_SAMPLES_APPLE" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE" );
	#endif
	#ifdef GL_MAX_SAMPLES_APPLE
		swigIntConstant( GL_MAX_SAMPLES_APPLE, "GL_MAX_SAMPLES_APPLE" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_APPLE
		swigIntConstant( GL_READ_FRAMEBUFFER_APPLE, "GL_READ_FRAMEBUFFER_APPLE" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_APPLE
		swigIntConstant( GL_DRAW_FRAMEBUFFER_APPLE, "GL_DRAW_FRAMEBUFFER_APPLE" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_BINDING_APPLE
		swigIntConstant( GL_DRAW_FRAMEBUFFER_BINDING_APPLE, "GL_DRAW_FRAMEBUFFER_BINDING_APPLE" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_BINDING_APPLE
		swigIntConstant( GL_READ_FRAMEBUFFER_BINDING_APPLE, "GL_READ_FRAMEBUFFER_BINDING_APPLE" );
	#endif
	#ifdef GL_APPLE_rgb_422
		swigIntConstant( GL_APPLE_rgb_422, "GL_APPLE_rgb_422" );
	#endif
	#ifdef GL_RGB_422_APPLE
		swigIntConstant( GL_RGB_422_APPLE, "GL_RGB_422_APPLE" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_8_8_APPLE
		swigIntConstant( GL_UNSIGNED_SHORT_8_8_APPLE, "GL_UNSIGNED_SHORT_8_8_APPLE" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_8_8_REV_APPLE
		swigIntConstant( GL_UNSIGNED_SHORT_8_8_REV_APPLE, "GL_UNSIGNED_SHORT_8_8_REV_APPLE" );
	#endif
	#ifdef GL_RGB_RAW_422_APPLE
		swigIntConstant( GL_RGB_RAW_422_APPLE, "GL_RGB_RAW_422_APPLE" );
	#endif
	#ifdef GL_APPLE_sync
		swigIntConstant( GL_APPLE_sync, "GL_APPLE_sync" );
	#endif
	#ifdef GL_SYNC_OBJECT_APPLE
		swigIntConstant( GL_SYNC_OBJECT_APPLE, "GL_SYNC_OBJECT_APPLE" );
	#endif
	#ifdef GL_MAX_SERVER_WAIT_TIMEOUT_APPLE
		swigIntConstant( GL_MAX_SERVER_WAIT_TIMEOUT_APPLE, "GL_MAX_SERVER_WAIT_TIMEOUT_APPLE" );
	#endif
	#ifdef GL_OBJECT_TYPE_APPLE
		swigIntConstant( GL_OBJECT_TYPE_APPLE, "GL_OBJECT_TYPE_APPLE" );
	#endif
	#ifdef GL_SYNC_CONDITION_APPLE
		swigIntConstant( GL_SYNC_CONDITION_APPLE, "GL_SYNC_CONDITION_APPLE" );
	#endif
	#ifdef GL_SYNC_STATUS_APPLE
		swigIntConstant( GL_SYNC_STATUS_APPLE, "GL_SYNC_STATUS_APPLE" );
	#endif
	#ifdef GL_SYNC_FLAGS_APPLE
		swigIntConstant( GL_SYNC_FLAGS_APPLE, "GL_SYNC_FLAGS_APPLE" );
	#endif
	#ifdef GL_SYNC_FENCE_APPLE
		swigIntConstant( GL_SYNC_FENCE_APPLE, "GL_SYNC_FENCE_APPLE" );
	#endif
	#ifdef GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE
		swigIntConstant( GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE, "GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE" );
	#endif
	#ifdef GL_UNSIGNALED_APPLE
		swigIntConstant( GL_UNSIGNALED_APPLE, "GL_UNSIGNALED_APPLE" );
	#endif
	#ifdef GL_SIGNALED_APPLE
		swigIntConstant( GL_SIGNALED_APPLE, "GL_SIGNALED_APPLE" );
	#endif
	#ifdef GL_ALREADY_SIGNALED_APPLE
		swigIntConstant( GL_ALREADY_SIGNALED_APPLE, "GL_ALREADY_SIGNALED_APPLE" );
	#endif
	#ifdef GL_TIMEOUT_EXPIRED_APPLE
		swigIntConstant( GL_TIMEOUT_EXPIRED_APPLE, "GL_TIMEOUT_EXPIRED_APPLE" );
	#endif
	#ifdef GL_CONDITION_SATISFIED_APPLE
		swigIntConstant( GL_CONDITION_SATISFIED_APPLE, "GL_CONDITION_SATISFIED_APPLE" );
	#endif
	#ifdef GL_WAIT_FAILED_APPLE
		swigIntConstant( GL_WAIT_FAILED_APPLE, "GL_WAIT_FAILED_APPLE" );
	#endif
	#ifdef GL_SYNC_FLUSH_COMMANDS_BIT_APPLE
		swigIntConstant( GL_SYNC_FLUSH_COMMANDS_BIT_APPLE, "GL_SYNC_FLUSH_COMMANDS_BIT_APPLE" );
	#endif
	#ifdef GL_APPLE_texture_format_BGRA8888
		swigIntConstant( GL_APPLE_texture_format_BGRA8888, "GL_APPLE_texture_format_BGRA8888" );
	#endif
	#ifdef GL_BGRA_EXT
		swigIntConstant( GL_BGRA_EXT, "GL_BGRA_EXT" );
	#endif
	#ifdef GL_BGRA8_EXT
		swigIntConstant( GL_BGRA8_EXT, "GL_BGRA8_EXT" );
	#endif
	#ifdef GL_APPLE_texture_max_level
		swigIntConstant( GL_APPLE_texture_max_level, "GL_APPLE_texture_max_level" );
	#endif
	#ifdef GL_TEXTURE_MAX_LEVEL_APPLE
		swigIntConstant( GL_TEXTURE_MAX_LEVEL_APPLE, "GL_TEXTURE_MAX_LEVEL_APPLE" );
	#endif
	#ifdef GL_APPLE_texture_packed_float
		swigIntConstant( GL_APPLE_texture_packed_float, "GL_APPLE_texture_packed_float" );
	#endif
	#ifdef GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE
		swigIntConstant( GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE, "GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE" );
	#endif
	#ifdef GL_UNSIGNED_INT_5_9_9_9_REV_APPLE
		swigIntConstant( GL_UNSIGNED_INT_5_9_9_9_REV_APPLE, "GL_UNSIGNED_INT_5_9_9_9_REV_APPLE" );
	#endif
	#ifdef GL_R11F_G11F_B10F_APPLE
		swigIntConstant( GL_R11F_G11F_B10F_APPLE, "GL_R11F_G11F_B10F_APPLE" );
	#endif
	#ifdef GL_RGB9_E5_APPLE
		swigIntConstant( GL_RGB9_E5_APPLE, "GL_RGB9_E5_APPLE" );
	#endif
	#ifdef GL_ARM_mali_program_binary
		swigIntConstant( GL_ARM_mali_program_binary, "GL_ARM_mali_program_binary" );
	#endif
	#ifdef GL_MALI_PROGRAM_BINARY_ARM
		swigIntConstant( GL_MALI_PROGRAM_BINARY_ARM, "GL_MALI_PROGRAM_BINARY_ARM" );
	#endif
	#ifdef GL_ARM_mali_shader_binary
		swigIntConstant( GL_ARM_mali_shader_binary, "GL_ARM_mali_shader_binary" );
	#endif
	#ifdef GL_MALI_SHADER_BINARY_ARM
		swigIntConstant( GL_MALI_SHADER_BINARY_ARM, "GL_MALI_SHADER_BINARY_ARM" );
	#endif
	#ifdef GL_ARM_rgba8
		swigIntConstant( GL_ARM_rgba8, "GL_ARM_rgba8" );
	#endif
	#ifdef GL_ARM_shader_framebuffer_fetch
		swigIntConstant( GL_ARM_shader_framebuffer_fetch, "GL_ARM_shader_framebuffer_fetch" );
	#endif
	#ifdef GL_FETCH_PER_SAMPLE_ARM
		swigIntConstant( GL_FETCH_PER_SAMPLE_ARM, "GL_FETCH_PER_SAMPLE_ARM" );
	#endif
	#ifdef GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM
		swigIntConstant( GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM, "GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM" );
	#endif
	#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil
		swigIntConstant( GL_ARM_shader_framebuffer_fetch_depth_stencil, "GL_ARM_shader_framebuffer_fetch_depth_stencil" );
	#endif
	#ifdef GL_ARM_texture_unnormalized_coordinates
		swigIntConstant( GL_ARM_texture_unnormalized_coordinates, "GL_ARM_texture_unnormalized_coordinates" );
	#endif
	#ifdef GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM
		swigIntConstant( GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM, "GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM" );
	#endif
	#ifdef GL_DMP_program_binary
		swigIntConstant( GL_DMP_program_binary, "GL_DMP_program_binary" );
	#endif
	#ifdef GL_SMAPHS30_PROGRAM_BINARY_DMP
		swigIntConstant( GL_SMAPHS30_PROGRAM_BINARY_DMP, "GL_SMAPHS30_PROGRAM_BINARY_DMP" );
	#endif
	#ifdef GL_SMAPHS_PROGRAM_BINARY_DMP
		swigIntConstant( GL_SMAPHS_PROGRAM_BINARY_DMP, "GL_SMAPHS_PROGRAM_BINARY_DMP" );
	#endif
	#ifdef GL_DMP_PROGRAM_BINARY_DMP
		swigIntConstant( GL_DMP_PROGRAM_BINARY_DMP, "GL_DMP_PROGRAM_BINARY_DMP" );
	#endif
	#ifdef GL_DMP_shader_binary
		swigIntConstant( GL_DMP_shader_binary, "GL_DMP_shader_binary" );
	#endif
	#ifdef GL_SHADER_BINARY_DMP
		swigIntConstant( GL_SHADER_BINARY_DMP, "GL_SHADER_BINARY_DMP" );
	#endif
	#ifdef GL_EXT_EGL_image_array
		swigIntConstant( GL_EXT_EGL_image_array, "GL_EXT_EGL_image_array" );
	#endif
	#ifdef GL_EXT_EGL_image_storage
		swigIntConstant( GL_EXT_EGL_image_storage, "GL_EXT_EGL_image_storage" );
	#endif
	#ifdef GL_EXT_EGL_image_storage_compression
		swigIntConstant( GL_EXT_EGL_image_storage_compression, "GL_EXT_EGL_image_storage_compression" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_EXT, "GL_SURFACE_COMPRESSION_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT" );
	#endif
	#ifdef GL_EXT_YUV_target
		swigIntConstant( GL_EXT_YUV_target, "GL_EXT_YUV_target" );
	#endif
	#ifdef GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT
		swigIntConstant( GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT, "GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT" );
	#endif
	#ifdef GL_EXT_base_instance
		swigIntConstant( GL_EXT_base_instance, "GL_EXT_base_instance" );
	#endif
	#ifdef GL_EXT_blend_func_extended
		swigIntConstant( GL_EXT_blend_func_extended, "GL_EXT_blend_func_extended" );
	#endif
	#ifdef GL_SRC1_COLOR_EXT
		swigIntConstant( GL_SRC1_COLOR_EXT, "GL_SRC1_COLOR_EXT" );
	#endif
	#ifdef GL_SRC1_ALPHA_EXT
		swigIntConstant( GL_SRC1_ALPHA_EXT, "GL_SRC1_ALPHA_EXT" );
	#endif
	#ifdef GL_ONE_MINUS_SRC1_COLOR_EXT
		swigIntConstant( GL_ONE_MINUS_SRC1_COLOR_EXT, "GL_ONE_MINUS_SRC1_COLOR_EXT" );
	#endif
	#ifdef GL_ONE_MINUS_SRC1_ALPHA_EXT
		swigIntConstant( GL_ONE_MINUS_SRC1_ALPHA_EXT, "GL_ONE_MINUS_SRC1_ALPHA_EXT" );
	#endif
	#ifdef GL_SRC_ALPHA_SATURATE_EXT
		swigIntConstant( GL_SRC_ALPHA_SATURATE_EXT, "GL_SRC_ALPHA_SATURATE_EXT" );
	#endif
	#ifdef GL_LOCATION_INDEX_EXT
		swigIntConstant( GL_LOCATION_INDEX_EXT, "GL_LOCATION_INDEX_EXT" );
	#endif
	#ifdef GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT
		swigIntConstant( GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT, "GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT" );
	#endif
	#ifdef GL_EXT_blend_minmax
		swigIntConstant( GL_EXT_blend_minmax, "GL_EXT_blend_minmax" );
	#endif
	#ifdef GL_MIN_EXT
		swigIntConstant( GL_MIN_EXT, "GL_MIN_EXT" );
	#endif
	#ifdef GL_MAX_EXT
		swigIntConstant( GL_MAX_EXT, "GL_MAX_EXT" );
	#endif
	#ifdef GL_EXT_buffer_storage
		swigIntConstant( GL_EXT_buffer_storage, "GL_EXT_buffer_storage" );
	#endif
	#ifdef GL_MAP_READ_BIT
		swigIntConstant( GL_MAP_READ_BIT, "GL_MAP_READ_BIT" );
	#endif
	#ifdef GL_MAP_WRITE_BIT
		swigIntConstant( GL_MAP_WRITE_BIT, "GL_MAP_WRITE_BIT" );
	#endif
	#ifdef GL_MAP_PERSISTENT_BIT_EXT
		swigIntConstant( GL_MAP_PERSISTENT_BIT_EXT, "GL_MAP_PERSISTENT_BIT_EXT" );
	#endif
	#ifdef GL_MAP_COHERENT_BIT_EXT
		swigIntConstant( GL_MAP_COHERENT_BIT_EXT, "GL_MAP_COHERENT_BIT_EXT" );
	#endif
	#ifdef GL_DYNAMIC_STORAGE_BIT_EXT
		swigIntConstant( GL_DYNAMIC_STORAGE_BIT_EXT, "GL_DYNAMIC_STORAGE_BIT_EXT" );
	#endif
	#ifdef GL_CLIENT_STORAGE_BIT_EXT
		swigIntConstant( GL_CLIENT_STORAGE_BIT_EXT, "GL_CLIENT_STORAGE_BIT_EXT" );
	#endif
	#ifdef GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT
		swigIntConstant( GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT, "GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT" );
	#endif
	#ifdef GL_BUFFER_IMMUTABLE_STORAGE_EXT
		swigIntConstant( GL_BUFFER_IMMUTABLE_STORAGE_EXT, "GL_BUFFER_IMMUTABLE_STORAGE_EXT" );
	#endif
	#ifdef GL_BUFFER_STORAGE_FLAGS_EXT
		swigIntConstant( GL_BUFFER_STORAGE_FLAGS_EXT, "GL_BUFFER_STORAGE_FLAGS_EXT" );
	#endif
	#ifdef GL_EXT_clear_texture
		swigIntConstant( GL_EXT_clear_texture, "GL_EXT_clear_texture" );
	#endif
	#ifdef GL_EXT_clip_control
		swigIntConstant( GL_EXT_clip_control, "GL_EXT_clip_control" );
	#endif
	#ifdef GL_LOWER_LEFT_EXT
		swigIntConstant( GL_LOWER_LEFT_EXT, "GL_LOWER_LEFT_EXT" );
	#endif
	#ifdef GL_UPPER_LEFT_EXT
		swigIntConstant( GL_UPPER_LEFT_EXT, "GL_UPPER_LEFT_EXT" );
	#endif
	#ifdef GL_NEGATIVE_ONE_TO_ONE_EXT
		swigIntConstant( GL_NEGATIVE_ONE_TO_ONE_EXT, "GL_NEGATIVE_ONE_TO_ONE_EXT" );
	#endif
	#ifdef GL_ZERO_TO_ONE_EXT
		swigIntConstant( GL_ZERO_TO_ONE_EXT, "GL_ZERO_TO_ONE_EXT" );
	#endif
	#ifdef GL_CLIP_ORIGIN_EXT
		swigIntConstant( GL_CLIP_ORIGIN_EXT, "GL_CLIP_ORIGIN_EXT" );
	#endif
	#ifdef GL_CLIP_DEPTH_MODE_EXT
		swigIntConstant( GL_CLIP_DEPTH_MODE_EXT, "GL_CLIP_DEPTH_MODE_EXT" );
	#endif
	#ifdef GL_EXT_clip_cull_distance
		swigIntConstant( GL_EXT_clip_cull_distance, "GL_EXT_clip_cull_distance" );
	#endif
	#ifdef GL_MAX_CLIP_DISTANCES_EXT
		swigIntConstant( GL_MAX_CLIP_DISTANCES_EXT, "GL_MAX_CLIP_DISTANCES_EXT" );
	#endif
	#ifdef GL_MAX_CULL_DISTANCES_EXT
		swigIntConstant( GL_MAX_CULL_DISTANCES_EXT, "GL_MAX_CULL_DISTANCES_EXT" );
	#endif
	#ifdef GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT
		swigIntConstant( GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT, "GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE0_EXT
		swigIntConstant( GL_CLIP_DISTANCE0_EXT, "GL_CLIP_DISTANCE0_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE1_EXT
		swigIntConstant( GL_CLIP_DISTANCE1_EXT, "GL_CLIP_DISTANCE1_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE2_EXT
		swigIntConstant( GL_CLIP_DISTANCE2_EXT, "GL_CLIP_DISTANCE2_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE3_EXT
		swigIntConstant( GL_CLIP_DISTANCE3_EXT, "GL_CLIP_DISTANCE3_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE4_EXT
		swigIntConstant( GL_CLIP_DISTANCE4_EXT, "GL_CLIP_DISTANCE4_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE5_EXT
		swigIntConstant( GL_CLIP_DISTANCE5_EXT, "GL_CLIP_DISTANCE5_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE6_EXT
		swigIntConstant( GL_CLIP_DISTANCE6_EXT, "GL_CLIP_DISTANCE6_EXT" );
	#endif
	#ifdef GL_CLIP_DISTANCE7_EXT
		swigIntConstant( GL_CLIP_DISTANCE7_EXT, "GL_CLIP_DISTANCE7_EXT" );
	#endif
	#ifdef GL_EXT_color_buffer_float
		swigIntConstant( GL_EXT_color_buffer_float, "GL_EXT_color_buffer_float" );
	#endif
	#ifdef GL_EXT_color_buffer_half_float
		swigIntConstant( GL_EXT_color_buffer_half_float, "GL_EXT_color_buffer_half_float" );
	#endif
	#ifdef GL_RGBA16F_EXT
		swigIntConstant( GL_RGBA16F_EXT, "GL_RGBA16F_EXT" );
	#endif
	#ifdef GL_RGB16F_EXT
		swigIntConstant( GL_RGB16F_EXT, "GL_RGB16F_EXT" );
	#endif
	#ifdef GL_RG16F_EXT
		swigIntConstant( GL_RG16F_EXT, "GL_RG16F_EXT" );
	#endif
	#ifdef GL_R16F_EXT
		swigIntConstant( GL_R16F_EXT, "GL_R16F_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT, "GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT" );
	#endif
	#ifdef GL_UNSIGNED_NORMALIZED_EXT
		swigIntConstant( GL_UNSIGNED_NORMALIZED_EXT, "GL_UNSIGNED_NORMALIZED_EXT" );
	#endif
	#ifdef GL_EXT_conservative_depth
		swigIntConstant( GL_EXT_conservative_depth, "GL_EXT_conservative_depth" );
	#endif
	#ifdef GL_EXT_copy_image
		swigIntConstant( GL_EXT_copy_image, "GL_EXT_copy_image" );
	#endif
	#ifdef GL_EXT_debug_label
		swigIntConstant( GL_EXT_debug_label, "GL_EXT_debug_label" );
	#endif
	#ifdef GL_PROGRAM_PIPELINE_OBJECT_EXT
		swigIntConstant( GL_PROGRAM_PIPELINE_OBJECT_EXT, "GL_PROGRAM_PIPELINE_OBJECT_EXT" );
	#endif
	#ifdef GL_PROGRAM_OBJECT_EXT
		swigIntConstant( GL_PROGRAM_OBJECT_EXT, "GL_PROGRAM_OBJECT_EXT" );
	#endif
	#ifdef GL_SHADER_OBJECT_EXT
		swigIntConstant( GL_SHADER_OBJECT_EXT, "GL_SHADER_OBJECT_EXT" );
	#endif
	#ifdef GL_BUFFER_OBJECT_EXT
		swigIntConstant( GL_BUFFER_OBJECT_EXT, "GL_BUFFER_OBJECT_EXT" );
	#endif
	#ifdef GL_QUERY_OBJECT_EXT
		swigIntConstant( GL_QUERY_OBJECT_EXT, "GL_QUERY_OBJECT_EXT" );
	#endif
	#ifdef GL_VERTEX_ARRAY_OBJECT_EXT
		swigIntConstant( GL_VERTEX_ARRAY_OBJECT_EXT, "GL_VERTEX_ARRAY_OBJECT_EXT" );
	#endif
	#ifdef GL_TRANSFORM_FEEDBACK
		swigIntConstant( GL_TRANSFORM_FEEDBACK, "GL_TRANSFORM_FEEDBACK" );
	#endif
	#ifdef GL_EXT_debug_marker
		swigIntConstant( GL_EXT_debug_marker, "GL_EXT_debug_marker" );
	#endif
	#ifdef GL_EXT_depth_clamp
		swigIntConstant( GL_EXT_depth_clamp, "GL_EXT_depth_clamp" );
	#endif
	#ifdef GL_DEPTH_CLAMP_EXT
		swigIntConstant( GL_DEPTH_CLAMP_EXT, "GL_DEPTH_CLAMP_EXT" );
	#endif
	#ifdef GL_EXT_discard_framebuffer
		swigIntConstant( GL_EXT_discard_framebuffer, "GL_EXT_discard_framebuffer" );
	#endif
	#ifdef GL_COLOR_EXT
		swigIntConstant( GL_COLOR_EXT, "GL_COLOR_EXT" );
	#endif
	#ifdef GL_DEPTH_EXT
		swigIntConstant( GL_DEPTH_EXT, "GL_DEPTH_EXT" );
	#endif
	#ifdef GL_STENCIL_EXT
		swigIntConstant( GL_STENCIL_EXT, "GL_STENCIL_EXT" );
	#endif
	#ifdef GL_EXT_disjoint_timer_query
		swigIntConstant( GL_EXT_disjoint_timer_query, "GL_EXT_disjoint_timer_query" );
	#endif
	#ifdef GL_QUERY_COUNTER_BITS_EXT
		swigIntConstant( GL_QUERY_COUNTER_BITS_EXT, "GL_QUERY_COUNTER_BITS_EXT" );
	#endif
	#ifdef GL_CURRENT_QUERY_EXT
		swigIntConstant( GL_CURRENT_QUERY_EXT, "GL_CURRENT_QUERY_EXT" );
	#endif
	#ifdef GL_QUERY_RESULT_EXT
		swigIntConstant( GL_QUERY_RESULT_EXT, "GL_QUERY_RESULT_EXT" );
	#endif
	#ifdef GL_QUERY_RESULT_AVAILABLE_EXT
		swigIntConstant( GL_QUERY_RESULT_AVAILABLE_EXT, "GL_QUERY_RESULT_AVAILABLE_EXT" );
	#endif
	#ifdef GL_TIME_ELAPSED_EXT
		swigIntConstant( GL_TIME_ELAPSED_EXT, "GL_TIME_ELAPSED_EXT" );
	#endif
	#ifdef GL_TIMESTAMP_EXT
		swigIntConstant( GL_TIMESTAMP_EXT, "GL_TIMESTAMP_EXT" );
	#endif
	#ifdef GL_GPU_DISJOINT_EXT
		swigIntConstant( GL_GPU_DISJOINT_EXT, "GL_GPU_DISJOINT_EXT" );
	#endif
	#ifdef GL_EXT_draw_buffers
		swigIntConstant( GL_EXT_draw_buffers, "GL_EXT_draw_buffers" );
	#endif
	#ifdef GL_MAX_COLOR_ATTACHMENTS_EXT
		swigIntConstant( GL_MAX_COLOR_ATTACHMENTS_EXT, "GL_MAX_COLOR_ATTACHMENTS_EXT" );
	#endif
	#ifdef GL_MAX_DRAW_BUFFERS_EXT
		swigIntConstant( GL_MAX_DRAW_BUFFERS_EXT, "GL_MAX_DRAW_BUFFERS_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER0_EXT
		swigIntConstant( GL_DRAW_BUFFER0_EXT, "GL_DRAW_BUFFER0_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER1_EXT
		swigIntConstant( GL_DRAW_BUFFER1_EXT, "GL_DRAW_BUFFER1_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER2_EXT
		swigIntConstant( GL_DRAW_BUFFER2_EXT, "GL_DRAW_BUFFER2_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER3_EXT
		swigIntConstant( GL_DRAW_BUFFER3_EXT, "GL_DRAW_BUFFER3_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER4_EXT
		swigIntConstant( GL_DRAW_BUFFER4_EXT, "GL_DRAW_BUFFER4_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER5_EXT
		swigIntConstant( GL_DRAW_BUFFER5_EXT, "GL_DRAW_BUFFER5_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER6_EXT
		swigIntConstant( GL_DRAW_BUFFER6_EXT, "GL_DRAW_BUFFER6_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER7_EXT
		swigIntConstant( GL_DRAW_BUFFER7_EXT, "GL_DRAW_BUFFER7_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER8_EXT
		swigIntConstant( GL_DRAW_BUFFER8_EXT, "GL_DRAW_BUFFER8_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER9_EXT
		swigIntConstant( GL_DRAW_BUFFER9_EXT, "GL_DRAW_BUFFER9_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER10_EXT
		swigIntConstant( GL_DRAW_BUFFER10_EXT, "GL_DRAW_BUFFER10_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER11_EXT
		swigIntConstant( GL_DRAW_BUFFER11_EXT, "GL_DRAW_BUFFER11_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER12_EXT
		swigIntConstant( GL_DRAW_BUFFER12_EXT, "GL_DRAW_BUFFER12_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER13_EXT
		swigIntConstant( GL_DRAW_BUFFER13_EXT, "GL_DRAW_BUFFER13_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER14_EXT
		swigIntConstant( GL_DRAW_BUFFER14_EXT, "GL_DRAW_BUFFER14_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER15_EXT
		swigIntConstant( GL_DRAW_BUFFER15_EXT, "GL_DRAW_BUFFER15_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT0_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT0_EXT, "GL_COLOR_ATTACHMENT0_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT1_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT1_EXT, "GL_COLOR_ATTACHMENT1_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT2_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT2_EXT, "GL_COLOR_ATTACHMENT2_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT3_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT3_EXT, "GL_COLOR_ATTACHMENT3_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT4_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT4_EXT, "GL_COLOR_ATTACHMENT4_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT5_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT5_EXT, "GL_COLOR_ATTACHMENT5_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT6_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT6_EXT, "GL_COLOR_ATTACHMENT6_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT7_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT7_EXT, "GL_COLOR_ATTACHMENT7_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT8_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT8_EXT, "GL_COLOR_ATTACHMENT8_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT9_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT9_EXT, "GL_COLOR_ATTACHMENT9_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT10_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT10_EXT, "GL_COLOR_ATTACHMENT10_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT11_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT11_EXT, "GL_COLOR_ATTACHMENT11_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT12_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT12_EXT, "GL_COLOR_ATTACHMENT12_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT13_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT13_EXT, "GL_COLOR_ATTACHMENT13_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT14_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT14_EXT, "GL_COLOR_ATTACHMENT14_EXT" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT15_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT15_EXT, "GL_COLOR_ATTACHMENT15_EXT" );
	#endif
	#ifdef GL_EXT_draw_buffers_indexed
		swigIntConstant( GL_EXT_draw_buffers_indexed, "GL_EXT_draw_buffers_indexed" );
	#endif
	#ifdef GL_EXT_draw_elements_base_vertex
		swigIntConstant( GL_EXT_draw_elements_base_vertex, "GL_EXT_draw_elements_base_vertex" );
	#endif
	#ifdef GL_EXT_draw_instanced
		swigIntConstant( GL_EXT_draw_instanced, "GL_EXT_draw_instanced" );
	#endif
	#ifdef GL_EXT_draw_transform_feedback
		swigIntConstant( GL_EXT_draw_transform_feedback, "GL_EXT_draw_transform_feedback" );
	#endif
	#ifdef GL_EXT_external_buffer
		swigIntConstant( GL_EXT_external_buffer, "GL_EXT_external_buffer" );
	#endif
	#ifdef GL_EXT_float_blend
		swigIntConstant( GL_EXT_float_blend, "GL_EXT_float_blend" );
	#endif
	#ifdef GL_EXT_fragment_shading_rate
		swigIntConstant( GL_EXT_fragment_shading_rate, "GL_EXT_fragment_shading_rate" );
	#endif
	#ifdef GL_SHADING_RATE_1X1_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_1X1_PIXELS_EXT, "GL_SHADING_RATE_1X1_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_1X2_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_1X2_PIXELS_EXT, "GL_SHADING_RATE_1X2_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_2X1_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_2X1_PIXELS_EXT, "GL_SHADING_RATE_2X1_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_2X2_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_2X2_PIXELS_EXT, "GL_SHADING_RATE_2X2_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_1X4_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_1X4_PIXELS_EXT, "GL_SHADING_RATE_1X4_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_4X1_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_4X1_PIXELS_EXT, "GL_SHADING_RATE_4X1_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_4X2_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_4X2_PIXELS_EXT, "GL_SHADING_RATE_4X2_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_2X4_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_2X4_PIXELS_EXT, "GL_SHADING_RATE_2X4_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_4X4_PIXELS_EXT
		swigIntConstant( GL_SHADING_RATE_4X4_PIXELS_EXT, "GL_SHADING_RATE_4X4_PIXELS_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_EXT
		swigIntConstant( GL_SHADING_RATE_EXT, "GL_SHADING_RATE_EXT" );
	#endif
	#ifdef GL_SHADING_RATE_ATTACHMENT_EXT
		swigIntConstant( GL_SHADING_RATE_ATTACHMENT_EXT, "GL_SHADING_RATE_ATTACHMENT_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT, "GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT, "GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT, "GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT, "GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT, "GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT" );
	#endif
	#ifdef GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT
		swigIntConstant( GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT, "GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT" );
	#endif
	#ifdef GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT
		swigIntConstant( GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT, "GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT" );
	#endif
	#ifdef GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT
		swigIntConstant( GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT, "GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT" );
	#endif
	#ifdef GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT
		swigIntConstant( GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT, "GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT" );
	#endif
	#ifdef GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT
		swigIntConstant( GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT, "GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT" );
	#endif
	#ifdef GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT
		swigIntConstant( GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT, "GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT, "GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT, "GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT, "GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT
		swigIntConstant( GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT, "GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT" );
	#endif
	#ifdef GL_EXT_framebuffer_blit_layers
		swigIntConstant( GL_EXT_framebuffer_blit_layers, "GL_EXT_framebuffer_blit_layers" );
	#endif
	#ifdef GL_EXT_geometry_point_size
		swigIntConstant( GL_EXT_geometry_point_size, "GL_EXT_geometry_point_size" );
	#endif
	#ifdef GL_EXT_geometry_shader
		swigIntConstant( GL_EXT_geometry_shader, "GL_EXT_geometry_shader" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_EXT
		swigIntConstant( GL_GEOMETRY_SHADER_EXT, "GL_GEOMETRY_SHADER_EXT" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_BIT_EXT
		swigIntConstant( GL_GEOMETRY_SHADER_BIT_EXT, "GL_GEOMETRY_SHADER_BIT_EXT" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_VERTICES_OUT_EXT
		swigIntConstant( GL_GEOMETRY_LINKED_VERTICES_OUT_EXT, "GL_GEOMETRY_LINKED_VERTICES_OUT_EXT" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_INPUT_TYPE_EXT
		swigIntConstant( GL_GEOMETRY_LINKED_INPUT_TYPE_EXT, "GL_GEOMETRY_LINKED_INPUT_TYPE_EXT" );
	#endif
	#ifdef GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT
		swigIntConstant( GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT, "GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT" );
	#endif
	#ifdef GL_GEOMETRY_SHADER_INVOCATIONS_EXT
		swigIntConstant( GL_GEOMETRY_SHADER_INVOCATIONS_EXT, "GL_GEOMETRY_SHADER_INVOCATIONS_EXT" );
	#endif
	#ifdef GL_LAYER_PROVOKING_VERTEX_EXT
		swigIntConstant( GL_LAYER_PROVOKING_VERTEX_EXT, "GL_LAYER_PROVOKING_VERTEX_EXT" );
	#endif
	#ifdef GL_LINES_ADJACENCY_EXT
		swigIntConstant( GL_LINES_ADJACENCY_EXT, "GL_LINES_ADJACENCY_EXT" );
	#endif
	#ifdef GL_LINE_STRIP_ADJACENCY_EXT
		swigIntConstant( GL_LINE_STRIP_ADJACENCY_EXT, "GL_LINE_STRIP_ADJACENCY_EXT" );
	#endif
	#ifdef GL_TRIANGLES_ADJACENCY_EXT
		swigIntConstant( GL_TRIANGLES_ADJACENCY_EXT, "GL_TRIANGLES_ADJACENCY_EXT" );
	#endif
	#ifdef GL_TRIANGLE_STRIP_ADJACENCY_EXT
		swigIntConstant( GL_TRIANGLE_STRIP_ADJACENCY_EXT, "GL_TRIANGLE_STRIP_ADJACENCY_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, "GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, "GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT" );
	#endif
	#ifdef GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT, "GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT, "GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT, "GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT
		swigIntConstant( GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, "GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT, "GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT, "GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, "GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT, "GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT, "GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT, "GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT" );
	#endif
	#ifdef GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT
		swigIntConstant( GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, "GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT" );
	#endif
	#ifdef GL_FIRST_VERTEX_CONVENTION_EXT
		swigIntConstant( GL_FIRST_VERTEX_CONVENTION_EXT, "GL_FIRST_VERTEX_CONVENTION_EXT" );
	#endif
	#ifdef GL_LAST_VERTEX_CONVENTION_EXT
		swigIntConstant( GL_LAST_VERTEX_CONVENTION_EXT, "GL_LAST_VERTEX_CONVENTION_EXT" );
	#endif
	#ifdef GL_UNDEFINED_VERTEX_EXT
		swigIntConstant( GL_UNDEFINED_VERTEX_EXT, "GL_UNDEFINED_VERTEX_EXT" );
	#endif
	#ifdef GL_PRIMITIVES_GENERATED_EXT
		swigIntConstant( GL_PRIMITIVES_GENERATED_EXT, "GL_PRIMITIVES_GENERATED_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT
		swigIntConstant( GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT, "GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT" );
	#endif
	#ifdef GL_MAX_FRAMEBUFFER_LAYERS_EXT
		swigIntConstant( GL_MAX_FRAMEBUFFER_LAYERS_EXT, "GL_MAX_FRAMEBUFFER_LAYERS_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT, "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT, "GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT" );
	#endif
	#ifdef GL_REFERENCED_BY_GEOMETRY_SHADER_EXT
		swigIntConstant( GL_REFERENCED_BY_GEOMETRY_SHADER_EXT, "GL_REFERENCED_BY_GEOMETRY_SHADER_EXT" );
	#endif
	#ifdef GL_EXT_gpu_shader5
		swigIntConstant( GL_EXT_gpu_shader5, "GL_EXT_gpu_shader5" );
	#endif
	#ifdef GL_EXT_instanced_arrays
		swigIntConstant( GL_EXT_instanced_arrays, "GL_EXT_instanced_arrays" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT, "GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT" );
	#endif
	#ifdef GL_EXT_map_buffer_range
		swigIntConstant( GL_EXT_map_buffer_range, "GL_EXT_map_buffer_range" );
	#endif
	#ifdef GL_MAP_READ_BIT_EXT
		swigIntConstant( GL_MAP_READ_BIT_EXT, "GL_MAP_READ_BIT_EXT" );
	#endif
	#ifdef GL_MAP_WRITE_BIT_EXT
		swigIntConstant( GL_MAP_WRITE_BIT_EXT, "GL_MAP_WRITE_BIT_EXT" );
	#endif
	#ifdef GL_MAP_INVALIDATE_RANGE_BIT_EXT
		swigIntConstant( GL_MAP_INVALIDATE_RANGE_BIT_EXT, "GL_MAP_INVALIDATE_RANGE_BIT_EXT" );
	#endif
	#ifdef GL_MAP_INVALIDATE_BUFFER_BIT_EXT
		swigIntConstant( GL_MAP_INVALIDATE_BUFFER_BIT_EXT, "GL_MAP_INVALIDATE_BUFFER_BIT_EXT" );
	#endif
	#ifdef GL_MAP_FLUSH_EXPLICIT_BIT_EXT
		swigIntConstant( GL_MAP_FLUSH_EXPLICIT_BIT_EXT, "GL_MAP_FLUSH_EXPLICIT_BIT_EXT" );
	#endif
	#ifdef GL_MAP_UNSYNCHRONIZED_BIT_EXT
		swigIntConstant( GL_MAP_UNSYNCHRONIZED_BIT_EXT, "GL_MAP_UNSYNCHRONIZED_BIT_EXT" );
	#endif
	#ifdef GL_EXT_memory_object
		swigIntConstant( GL_EXT_memory_object, "GL_EXT_memory_object" );
	#endif
	#ifdef GL_TEXTURE_TILING_EXT
		swigIntConstant( GL_TEXTURE_TILING_EXT, "GL_TEXTURE_TILING_EXT" );
	#endif
	#ifdef GL_DEDICATED_MEMORY_OBJECT_EXT
		swigIntConstant( GL_DEDICATED_MEMORY_OBJECT_EXT, "GL_DEDICATED_MEMORY_OBJECT_EXT" );
	#endif
	#ifdef GL_PROTECTED_MEMORY_OBJECT_EXT
		swigIntConstant( GL_PROTECTED_MEMORY_OBJECT_EXT, "GL_PROTECTED_MEMORY_OBJECT_EXT" );
	#endif
	#ifdef GL_NUM_TILING_TYPES_EXT
		swigIntConstant( GL_NUM_TILING_TYPES_EXT, "GL_NUM_TILING_TYPES_EXT" );
	#endif
	#ifdef GL_TILING_TYPES_EXT
		swigIntConstant( GL_TILING_TYPES_EXT, "GL_TILING_TYPES_EXT" );
	#endif
	#ifdef GL_OPTIMAL_TILING_EXT
		swigIntConstant( GL_OPTIMAL_TILING_EXT, "GL_OPTIMAL_TILING_EXT" );
	#endif
	#ifdef GL_LINEAR_TILING_EXT
		swigIntConstant( GL_LINEAR_TILING_EXT, "GL_LINEAR_TILING_EXT" );
	#endif
	#ifdef GL_NUM_DEVICE_UUIDS_EXT
		swigIntConstant( GL_NUM_DEVICE_UUIDS_EXT, "GL_NUM_DEVICE_UUIDS_EXT" );
	#endif
	#ifdef GL_DEVICE_UUID_EXT
		swigIntConstant( GL_DEVICE_UUID_EXT, "GL_DEVICE_UUID_EXT" );
	#endif
	#ifdef GL_DRIVER_UUID_EXT
		swigIntConstant( GL_DRIVER_UUID_EXT, "GL_DRIVER_UUID_EXT" );
	#endif
	#ifdef GL_UUID_SIZE_EXT
		swigIntConstant( GL_UUID_SIZE_EXT, "GL_UUID_SIZE_EXT" );
	#endif
	#ifdef GL_EXT_memory_object_fd
		swigIntConstant( GL_EXT_memory_object_fd, "GL_EXT_memory_object_fd" );
	#endif
	#ifdef GL_HANDLE_TYPE_OPAQUE_FD_EXT
		swigIntConstant( GL_HANDLE_TYPE_OPAQUE_FD_EXT, "GL_HANDLE_TYPE_OPAQUE_FD_EXT" );
	#endif
	#ifdef GL_EXT_memory_object_win32
		swigIntConstant( GL_EXT_memory_object_win32, "GL_EXT_memory_object_win32" );
	#endif
	#ifdef GL_HANDLE_TYPE_OPAQUE_WIN32_EXT
		swigIntConstant( GL_HANDLE_TYPE_OPAQUE_WIN32_EXT, "GL_HANDLE_TYPE_OPAQUE_WIN32_EXT" );
	#endif
	#ifdef GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT
		swigIntConstant( GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT, "GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT" );
	#endif
	#ifdef GL_DEVICE_LUID_EXT
		swigIntConstant( GL_DEVICE_LUID_EXT, "GL_DEVICE_LUID_EXT" );
	#endif
	#ifdef GL_DEVICE_NODE_MASK_EXT
		swigIntConstant( GL_DEVICE_NODE_MASK_EXT, "GL_DEVICE_NODE_MASK_EXT" );
	#endif
	#ifdef GL_LUID_SIZE_EXT
		swigIntConstant( GL_LUID_SIZE_EXT, "GL_LUID_SIZE_EXT" );
	#endif
	#ifdef GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT
		swigIntConstant( GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT, "GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT" );
	#endif
	#ifdef GL_HANDLE_TYPE_D3D12_RESOURCE_EXT
		swigIntConstant( GL_HANDLE_TYPE_D3D12_RESOURCE_EXT, "GL_HANDLE_TYPE_D3D12_RESOURCE_EXT" );
	#endif
	#ifdef GL_HANDLE_TYPE_D3D11_IMAGE_EXT
		swigIntConstant( GL_HANDLE_TYPE_D3D11_IMAGE_EXT, "GL_HANDLE_TYPE_D3D11_IMAGE_EXT" );
	#endif
	#ifdef GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT
		swigIntConstant( GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT, "GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT" );
	#endif
	#ifdef GL_EXT_multi_draw_arrays
		swigIntConstant( GL_EXT_multi_draw_arrays, "GL_EXT_multi_draw_arrays" );
	#endif
	#ifdef GL_EXT_multi_draw_indirect
		swigIntConstant( GL_EXT_multi_draw_indirect, "GL_EXT_multi_draw_indirect" );
	#endif
	#ifdef GL_EXT_multisampled_compatibility
		swigIntConstant( GL_EXT_multisampled_compatibility, "GL_EXT_multisampled_compatibility" );
	#endif
	#ifdef GL_MULTISAMPLE_EXT
		swigIntConstant( GL_MULTISAMPLE_EXT, "GL_MULTISAMPLE_EXT" );
	#endif
	#ifdef GL_SAMPLE_ALPHA_TO_ONE_EXT
		swigIntConstant( GL_SAMPLE_ALPHA_TO_ONE_EXT, "GL_SAMPLE_ALPHA_TO_ONE_EXT" );
	#endif
	#ifdef GL_EXT_multisampled_render_to_texture
		swigIntConstant( GL_EXT_multisampled_render_to_texture, "GL_EXT_multisampled_render_to_texture" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT" );
	#endif
	#ifdef GL_RENDERBUFFER_SAMPLES_EXT
		swigIntConstant( GL_RENDERBUFFER_SAMPLES_EXT, "GL_RENDERBUFFER_SAMPLES_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT" );
	#endif
	#ifdef GL_MAX_SAMPLES_EXT
		swigIntConstant( GL_MAX_SAMPLES_EXT, "GL_MAX_SAMPLES_EXT" );
	#endif
	#ifdef GL_EXT_multisampled_render_to_texture2
		swigIntConstant( GL_EXT_multisampled_render_to_texture2, "GL_EXT_multisampled_render_to_texture2" );
	#endif
	#ifdef GL_EXT_multiview_draw_buffers
		swigIntConstant( GL_EXT_multiview_draw_buffers, "GL_EXT_multiview_draw_buffers" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT_EXT
		swigIntConstant( GL_COLOR_ATTACHMENT_EXT, "GL_COLOR_ATTACHMENT_EXT" );
	#endif
	#ifdef GL_MULTIVIEW_EXT
		swigIntConstant( GL_MULTIVIEW_EXT, "GL_MULTIVIEW_EXT" );
	#endif
	#ifdef GL_DRAW_BUFFER_EXT
		swigIntConstant( GL_DRAW_BUFFER_EXT, "GL_DRAW_BUFFER_EXT" );
	#endif
	#ifdef GL_READ_BUFFER_EXT
		swigIntConstant( GL_READ_BUFFER_EXT, "GL_READ_BUFFER_EXT" );
	#endif
	#ifdef GL_MAX_MULTIVIEW_BUFFERS_EXT
		swigIntConstant( GL_MAX_MULTIVIEW_BUFFERS_EXT, "GL_MAX_MULTIVIEW_BUFFERS_EXT" );
	#endif
	#ifdef GL_EXT_multiview_tessellation_geometry_shader
		swigIntConstant( GL_EXT_multiview_tessellation_geometry_shader, "GL_EXT_multiview_tessellation_geometry_shader" );
	#endif
	#ifdef GL_EXT_multiview_texture_multisample
		swigIntConstant( GL_EXT_multiview_texture_multisample, "GL_EXT_multiview_texture_multisample" );
	#endif
	#ifdef GL_EXT_multiview_timer_query
		swigIntConstant( GL_EXT_multiview_timer_query, "GL_EXT_multiview_timer_query" );
	#endif
	#ifdef GL_EXT_occlusion_query_boolean
		swigIntConstant( GL_EXT_occlusion_query_boolean, "GL_EXT_occlusion_query_boolean" );
	#endif
	#ifdef GL_ANY_SAMPLES_PASSED_EXT
		swigIntConstant( GL_ANY_SAMPLES_PASSED_EXT, "GL_ANY_SAMPLES_PASSED_EXT" );
	#endif
	#ifdef GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT
		swigIntConstant( GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, "GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT" );
	#endif
	#ifdef GL_EXT_polygon_offset_clamp
		swigIntConstant( GL_EXT_polygon_offset_clamp, "GL_EXT_polygon_offset_clamp" );
	#endif
	#ifdef GL_POLYGON_OFFSET_CLAMP_EXT
		swigIntConstant( GL_POLYGON_OFFSET_CLAMP_EXT, "GL_POLYGON_OFFSET_CLAMP_EXT" );
	#endif
	#ifdef GL_EXT_post_depth_coverage
		swigIntConstant( GL_EXT_post_depth_coverage, "GL_EXT_post_depth_coverage" );
	#endif
	#ifdef GL_EXT_primitive_bounding_box
		swigIntConstant( GL_EXT_primitive_bounding_box, "GL_EXT_primitive_bounding_box" );
	#endif
	#ifdef GL_PRIMITIVE_BOUNDING_BOX_EXT
		swigIntConstant( GL_PRIMITIVE_BOUNDING_BOX_EXT, "GL_PRIMITIVE_BOUNDING_BOX_EXT" );
	#endif
	#ifdef GL_EXT_protected_textures
		swigIntConstant( GL_EXT_protected_textures, "GL_EXT_protected_textures" );
	#endif
	#ifdef GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT
		swigIntConstant( GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT, "GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT" );
	#endif
	#ifdef GL_TEXTURE_PROTECTED_EXT
		swigIntConstant( GL_TEXTURE_PROTECTED_EXT, "GL_TEXTURE_PROTECTED_EXT" );
	#endif
	#ifdef GL_EXT_pvrtc_sRGB
		swigIntConstant( GL_EXT_pvrtc_sRGB, "GL_EXT_pvrtc_sRGB" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT, "GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT, "GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT, "GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT, "GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG, "GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG, "GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG" );
	#endif
	#ifdef GL_EXT_raster_multisample
		swigIntConstant( GL_EXT_raster_multisample, "GL_EXT_raster_multisample" );
	#endif
	#ifdef GL_RASTER_MULTISAMPLE_EXT
		swigIntConstant( GL_RASTER_MULTISAMPLE_EXT, "GL_RASTER_MULTISAMPLE_EXT" );
	#endif
	#ifdef GL_RASTER_SAMPLES_EXT
		swigIntConstant( GL_RASTER_SAMPLES_EXT, "GL_RASTER_SAMPLES_EXT" );
	#endif
	#ifdef GL_MAX_RASTER_SAMPLES_EXT
		swigIntConstant( GL_MAX_RASTER_SAMPLES_EXT, "GL_MAX_RASTER_SAMPLES_EXT" );
	#endif
	#ifdef GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT
		swigIntConstant( GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT, "GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT" );
	#endif
	#ifdef GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT
		swigIntConstant( GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT, "GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT" );
	#endif
	#ifdef GL_EFFECTIVE_RASTER_SAMPLES_EXT
		swigIntConstant( GL_EFFECTIVE_RASTER_SAMPLES_EXT, "GL_EFFECTIVE_RASTER_SAMPLES_EXT" );
	#endif
	#ifdef GL_EXT_read_format_bgra
		swigIntConstant( GL_EXT_read_format_bgra, "GL_EXT_read_format_bgra" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT
		swigIntConstant( GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, "GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT
		swigIntConstant( GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, "GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT" );
	#endif
	#ifdef GL_EXT_render_snorm
		swigIntConstant( GL_EXT_render_snorm, "GL_EXT_render_snorm" );
	#endif
	#ifdef GL_R8_SNORM
		swigIntConstant( GL_R8_SNORM, "GL_R8_SNORM" );
	#endif
	#ifdef GL_RG8_SNORM
		swigIntConstant( GL_RG8_SNORM, "GL_RG8_SNORM" );
	#endif
	#ifdef GL_RGBA8_SNORM
		swigIntConstant( GL_RGBA8_SNORM, "GL_RGBA8_SNORM" );
	#endif
	#ifdef GL_R16_SNORM_EXT
		swigIntConstant( GL_R16_SNORM_EXT, "GL_R16_SNORM_EXT" );
	#endif
	#ifdef GL_RG16_SNORM_EXT
		swigIntConstant( GL_RG16_SNORM_EXT, "GL_RG16_SNORM_EXT" );
	#endif
	#ifdef GL_RGBA16_SNORM_EXT
		swigIntConstant( GL_RGBA16_SNORM_EXT, "GL_RGBA16_SNORM_EXT" );
	#endif
	#ifdef GL_EXT_robustness
		swigIntConstant( GL_EXT_robustness, "GL_EXT_robustness" );
	#endif
	#ifdef GL_GUILTY_CONTEXT_RESET_EXT
		swigIntConstant( GL_GUILTY_CONTEXT_RESET_EXT, "GL_GUILTY_CONTEXT_RESET_EXT" );
	#endif
	#ifdef GL_INNOCENT_CONTEXT_RESET_EXT
		swigIntConstant( GL_INNOCENT_CONTEXT_RESET_EXT, "GL_INNOCENT_CONTEXT_RESET_EXT" );
	#endif
	#ifdef GL_UNKNOWN_CONTEXT_RESET_EXT
		swigIntConstant( GL_UNKNOWN_CONTEXT_RESET_EXT, "GL_UNKNOWN_CONTEXT_RESET_EXT" );
	#endif
	#ifdef GL_CONTEXT_ROBUST_ACCESS_EXT
		swigIntConstant( GL_CONTEXT_ROBUST_ACCESS_EXT, "GL_CONTEXT_ROBUST_ACCESS_EXT" );
	#endif
	#ifdef GL_RESET_NOTIFICATION_STRATEGY_EXT
		swigIntConstant( GL_RESET_NOTIFICATION_STRATEGY_EXT, "GL_RESET_NOTIFICATION_STRATEGY_EXT" );
	#endif
	#ifdef GL_LOSE_CONTEXT_ON_RESET_EXT
		swigIntConstant( GL_LOSE_CONTEXT_ON_RESET_EXT, "GL_LOSE_CONTEXT_ON_RESET_EXT" );
	#endif
	#ifdef GL_NO_RESET_NOTIFICATION_EXT
		swigIntConstant( GL_NO_RESET_NOTIFICATION_EXT, "GL_NO_RESET_NOTIFICATION_EXT" );
	#endif
	#ifdef GL_EXT_sRGB
		swigIntConstant( GL_EXT_sRGB, "GL_EXT_sRGB" );
	#endif
	#ifdef GL_SRGB_EXT
		swigIntConstant( GL_SRGB_EXT, "GL_SRGB_EXT" );
	#endif
	#ifdef GL_SRGB_ALPHA_EXT
		swigIntConstant( GL_SRGB_ALPHA_EXT, "GL_SRGB_ALPHA_EXT" );
	#endif
	#ifdef GL_SRGB8_ALPHA8_EXT
		swigIntConstant( GL_SRGB8_ALPHA8_EXT, "GL_SRGB8_ALPHA8_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT, "GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT" );
	#endif
	#ifdef GL_EXT_sRGB_write_control
		swigIntConstant( GL_EXT_sRGB_write_control, "GL_EXT_sRGB_write_control" );
	#endif
	#ifdef GL_FRAMEBUFFER_SRGB_EXT
		swigIntConstant( GL_FRAMEBUFFER_SRGB_EXT, "GL_FRAMEBUFFER_SRGB_EXT" );
	#endif
	#ifdef GL_EXT_semaphore
		swigIntConstant( GL_EXT_semaphore, "GL_EXT_semaphore" );
	#endif
	#ifdef GL_LAYOUT_GENERAL_EXT
		swigIntConstant( GL_LAYOUT_GENERAL_EXT, "GL_LAYOUT_GENERAL_EXT" );
	#endif
	#ifdef GL_LAYOUT_COLOR_ATTACHMENT_EXT
		swigIntConstant( GL_LAYOUT_COLOR_ATTACHMENT_EXT, "GL_LAYOUT_COLOR_ATTACHMENT_EXT" );
	#endif
	#ifdef GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT
		swigIntConstant( GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT, "GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT" );
	#endif
	#ifdef GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT
		swigIntConstant( GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT, "GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT" );
	#endif
	#ifdef GL_LAYOUT_SHADER_READ_ONLY_EXT
		swigIntConstant( GL_LAYOUT_SHADER_READ_ONLY_EXT, "GL_LAYOUT_SHADER_READ_ONLY_EXT" );
	#endif
	#ifdef GL_LAYOUT_TRANSFER_SRC_EXT
		swigIntConstant( GL_LAYOUT_TRANSFER_SRC_EXT, "GL_LAYOUT_TRANSFER_SRC_EXT" );
	#endif
	#ifdef GL_LAYOUT_TRANSFER_DST_EXT
		swigIntConstant( GL_LAYOUT_TRANSFER_DST_EXT, "GL_LAYOUT_TRANSFER_DST_EXT" );
	#endif
	#ifdef GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT
		swigIntConstant( GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT, "GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT" );
	#endif
	#ifdef GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT
		swigIntConstant( GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT, "GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT" );
	#endif
	#ifdef GL_EXT_semaphore_fd
		swigIntConstant( GL_EXT_semaphore_fd, "GL_EXT_semaphore_fd" );
	#endif
	#ifdef GL_EXT_semaphore_win32
		swigIntConstant( GL_EXT_semaphore_win32, "GL_EXT_semaphore_win32" );
	#endif
	#ifdef GL_HANDLE_TYPE_D3D12_FENCE_EXT
		swigIntConstant( GL_HANDLE_TYPE_D3D12_FENCE_EXT, "GL_HANDLE_TYPE_D3D12_FENCE_EXT" );
	#endif
	#ifdef GL_D3D12_FENCE_VALUE_EXT
		swigIntConstant( GL_D3D12_FENCE_VALUE_EXT, "GL_D3D12_FENCE_VALUE_EXT" );
	#endif
	#ifdef GL_EXT_separate_depth_stencil
		swigIntConstant( GL_EXT_separate_depth_stencil, "GL_EXT_separate_depth_stencil" );
	#endif
	#ifdef GL_EXT_separate_shader_objects
		swigIntConstant( GL_EXT_separate_shader_objects, "GL_EXT_separate_shader_objects" );
	#endif
	#ifdef GL_ACTIVE_PROGRAM_EXT
		swigIntConstant( GL_ACTIVE_PROGRAM_EXT, "GL_ACTIVE_PROGRAM_EXT" );
	#endif
	#ifdef GL_VERTEX_SHADER_BIT_EXT
		swigIntConstant( GL_VERTEX_SHADER_BIT_EXT, "GL_VERTEX_SHADER_BIT_EXT" );
	#endif
	#ifdef GL_FRAGMENT_SHADER_BIT_EXT
		swigIntConstant( GL_FRAGMENT_SHADER_BIT_EXT, "GL_FRAGMENT_SHADER_BIT_EXT" );
	#endif
	#ifdef GL_ALL_SHADER_BITS_EXT
		swigIntConstant( GL_ALL_SHADER_BITS_EXT, "GL_ALL_SHADER_BITS_EXT" );
	#endif
	#ifdef GL_PROGRAM_SEPARABLE_EXT
		swigIntConstant( GL_PROGRAM_SEPARABLE_EXT, "GL_PROGRAM_SEPARABLE_EXT" );
	#endif
	#ifdef GL_PROGRAM_PIPELINE_BINDING_EXT
		swigIntConstant( GL_PROGRAM_PIPELINE_BINDING_EXT, "GL_PROGRAM_PIPELINE_BINDING_EXT" );
	#endif
	#ifdef GL_EXT_shader_framebuffer_fetch
		swigIntConstant( GL_EXT_shader_framebuffer_fetch, "GL_EXT_shader_framebuffer_fetch" );
	#endif
	#ifdef GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT
		swigIntConstant( GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT, "GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT" );
	#endif
	#ifdef GL_EXT_shader_framebuffer_fetch_non_coherent
		swigIntConstant( GL_EXT_shader_framebuffer_fetch_non_coherent, "GL_EXT_shader_framebuffer_fetch_non_coherent" );
	#endif
	#ifdef GL_EXT_shader_group_vote
		swigIntConstant( GL_EXT_shader_group_vote, "GL_EXT_shader_group_vote" );
	#endif
	#ifdef GL_EXT_shader_implicit_conversions
		swigIntConstant( GL_EXT_shader_implicit_conversions, "GL_EXT_shader_implicit_conversions" );
	#endif
	#ifdef GL_EXT_shader_integer_mix
		swigIntConstant( GL_EXT_shader_integer_mix, "GL_EXT_shader_integer_mix" );
	#endif
	#ifdef GL_EXT_shader_io_blocks
		swigIntConstant( GL_EXT_shader_io_blocks, "GL_EXT_shader_io_blocks" );
	#endif
	#ifdef GL_EXT_shader_non_constant_global_initializers
		swigIntConstant( GL_EXT_shader_non_constant_global_initializers, "GL_EXT_shader_non_constant_global_initializers" );
	#endif
	#ifdef GL_EXT_shader_pixel_local_storage
		swigIntConstant( GL_EXT_shader_pixel_local_storage, "GL_EXT_shader_pixel_local_storage" );
	#endif
	#ifdef GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT
		swigIntConstant( GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT, "GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT" );
	#endif
	#ifdef GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT
		swigIntConstant( GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT, "GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT" );
	#endif
	#ifdef GL_SHADER_PIXEL_LOCAL_STORAGE_EXT
		swigIntConstant( GL_SHADER_PIXEL_LOCAL_STORAGE_EXT, "GL_SHADER_PIXEL_LOCAL_STORAGE_EXT" );
	#endif
	#ifdef GL_EXT_shader_pixel_local_storage2
		swigIntConstant( GL_EXT_shader_pixel_local_storage2, "GL_EXT_shader_pixel_local_storage2" );
	#endif
	#ifdef GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT
		swigIntConstant( GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT, "GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT" );
	#endif
	#ifdef GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT
		swigIntConstant( GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT, "GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT, "GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT" );
	#endif
	#ifdef GL_EXT_shader_samples_identical
		swigIntConstant( GL_EXT_shader_samples_identical, "GL_EXT_shader_samples_identical" );
	#endif
	#ifdef GL_EXT_shader_texture_lod
		swigIntConstant( GL_EXT_shader_texture_lod, "GL_EXT_shader_texture_lod" );
	#endif
	#ifdef GL_EXT_shadow_samplers
		swigIntConstant( GL_EXT_shadow_samplers, "GL_EXT_shadow_samplers" );
	#endif
	#ifdef GL_TEXTURE_COMPARE_MODE_EXT
		swigIntConstant( GL_TEXTURE_COMPARE_MODE_EXT, "GL_TEXTURE_COMPARE_MODE_EXT" );
	#endif
	#ifdef GL_TEXTURE_COMPARE_FUNC_EXT
		swigIntConstant( GL_TEXTURE_COMPARE_FUNC_EXT, "GL_TEXTURE_COMPARE_FUNC_EXT" );
	#endif
	#ifdef GL_COMPARE_REF_TO_TEXTURE_EXT
		swigIntConstant( GL_COMPARE_REF_TO_TEXTURE_EXT, "GL_COMPARE_REF_TO_TEXTURE_EXT" );
	#endif
	#ifdef GL_SAMPLER_2D_SHADOW_EXT
		swigIntConstant( GL_SAMPLER_2D_SHADOW_EXT, "GL_SAMPLER_2D_SHADOW_EXT" );
	#endif
	#ifdef GL_EXT_sparse_texture
		swigIntConstant( GL_EXT_sparse_texture, "GL_EXT_sparse_texture" );
	#endif
	#ifdef GL_TEXTURE_SPARSE_EXT
		swigIntConstant( GL_TEXTURE_SPARSE_EXT, "GL_TEXTURE_SPARSE_EXT" );
	#endif
	#ifdef GL_VIRTUAL_PAGE_SIZE_INDEX_EXT
		swigIntConstant( GL_VIRTUAL_PAGE_SIZE_INDEX_EXT, "GL_VIRTUAL_PAGE_SIZE_INDEX_EXT" );
	#endif
	#ifdef GL_NUM_SPARSE_LEVELS_EXT
		swigIntConstant( GL_NUM_SPARSE_LEVELS_EXT, "GL_NUM_SPARSE_LEVELS_EXT" );
	#endif
	#ifdef GL_NUM_VIRTUAL_PAGE_SIZES_EXT
		swigIntConstant( GL_NUM_VIRTUAL_PAGE_SIZES_EXT, "GL_NUM_VIRTUAL_PAGE_SIZES_EXT" );
	#endif
	#ifdef GL_VIRTUAL_PAGE_SIZE_X_EXT
		swigIntConstant( GL_VIRTUAL_PAGE_SIZE_X_EXT, "GL_VIRTUAL_PAGE_SIZE_X_EXT" );
	#endif
	#ifdef GL_VIRTUAL_PAGE_SIZE_Y_EXT
		swigIntConstant( GL_VIRTUAL_PAGE_SIZE_Y_EXT, "GL_VIRTUAL_PAGE_SIZE_Y_EXT" );
	#endif
	#ifdef GL_VIRTUAL_PAGE_SIZE_Z_EXT
		swigIntConstant( GL_VIRTUAL_PAGE_SIZE_Z_EXT, "GL_VIRTUAL_PAGE_SIZE_Z_EXT" );
	#endif
	#ifdef GL_TEXTURE_2D_ARRAY
		swigIntConstant( GL_TEXTURE_2D_ARRAY, "GL_TEXTURE_2D_ARRAY" );
	#endif
	#ifdef GL_TEXTURE_3D
		swigIntConstant( GL_TEXTURE_3D, "GL_TEXTURE_3D" );
	#endif
	#ifdef GL_MAX_SPARSE_TEXTURE_SIZE_EXT
		swigIntConstant( GL_MAX_SPARSE_TEXTURE_SIZE_EXT, "GL_MAX_SPARSE_TEXTURE_SIZE_EXT" );
	#endif
	#ifdef GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT
		swigIntConstant( GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT, "GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT" );
	#endif
	#ifdef GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT
		swigIntConstant( GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT, "GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT" );
	#endif
	#ifdef GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT
		swigIntConstant( GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT, "GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT" );
	#endif
	#ifdef GL_EXT_sparse_texture2
		swigIntConstant( GL_EXT_sparse_texture2, "GL_EXT_sparse_texture2" );
	#endif
	#ifdef GL_EXT_tessellation_point_size
		swigIntConstant( GL_EXT_tessellation_point_size, "GL_EXT_tessellation_point_size" );
	#endif
	#ifdef GL_EXT_tessellation_shader
		swigIntConstant( GL_EXT_tessellation_shader, "GL_EXT_tessellation_shader" );
	#endif
	#ifdef GL_PATCHES_EXT
		swigIntConstant( GL_PATCHES_EXT, "GL_PATCHES_EXT" );
	#endif
	#ifdef GL_PATCH_VERTICES_EXT
		swigIntConstant( GL_PATCH_VERTICES_EXT, "GL_PATCH_VERTICES_EXT" );
	#endif
	#ifdef GL_TESS_CONTROL_OUTPUT_VERTICES_EXT
		swigIntConstant( GL_TESS_CONTROL_OUTPUT_VERTICES_EXT, "GL_TESS_CONTROL_OUTPUT_VERTICES_EXT" );
	#endif
	#ifdef GL_TESS_GEN_MODE_EXT
		swigIntConstant( GL_TESS_GEN_MODE_EXT, "GL_TESS_GEN_MODE_EXT" );
	#endif
	#ifdef GL_TESS_GEN_SPACING_EXT
		swigIntConstant( GL_TESS_GEN_SPACING_EXT, "GL_TESS_GEN_SPACING_EXT" );
	#endif
	#ifdef GL_TESS_GEN_VERTEX_ORDER_EXT
		swigIntConstant( GL_TESS_GEN_VERTEX_ORDER_EXT, "GL_TESS_GEN_VERTEX_ORDER_EXT" );
	#endif
	#ifdef GL_TESS_GEN_POINT_MODE_EXT
		swigIntConstant( GL_TESS_GEN_POINT_MODE_EXT, "GL_TESS_GEN_POINT_MODE_EXT" );
	#endif
	#ifdef GL_ISOLINES_EXT
		swigIntConstant( GL_ISOLINES_EXT, "GL_ISOLINES_EXT" );
	#endif
	#ifdef GL_QUADS_EXT
		swigIntConstant( GL_QUADS_EXT, "GL_QUADS_EXT" );
	#endif
	#ifdef GL_FRACTIONAL_ODD_EXT
		swigIntConstant( GL_FRACTIONAL_ODD_EXT, "GL_FRACTIONAL_ODD_EXT" );
	#endif
	#ifdef GL_FRACTIONAL_EVEN_EXT
		swigIntConstant( GL_FRACTIONAL_EVEN_EXT, "GL_FRACTIONAL_EVEN_EXT" );
	#endif
	#ifdef GL_MAX_PATCH_VERTICES_EXT
		swigIntConstant( GL_MAX_PATCH_VERTICES_EXT, "GL_MAX_PATCH_VERTICES_EXT" );
	#endif
	#ifdef GL_MAX_TESS_GEN_LEVEL_EXT
		swigIntConstant( GL_MAX_TESS_GEN_LEVEL_EXT, "GL_MAX_TESS_GEN_LEVEL_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT, "GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT, "GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT, "GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT, "GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT, "GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_PATCH_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_PATCH_COMPONENTS_EXT, "GL_MAX_TESS_PATCH_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT, "GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT, "GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT, "GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT, "GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT, "GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT, "GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT, "GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT
		swigIntConstant( GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT, "GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT, "GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT, "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT, "GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT, "GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT, "GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT, "GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT
		swigIntConstant( GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT, "GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT" );
	#endif
	#ifdef GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT
		swigIntConstant( GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT, "GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT" );
	#endif
	#ifdef GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
		swigIntConstant( GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED, "GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED" );
	#endif
	#ifdef GL_IS_PER_PATCH_EXT
		swigIntConstant( GL_IS_PER_PATCH_EXT, "GL_IS_PER_PATCH_EXT" );
	#endif
	#ifdef GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT
		swigIntConstant( GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT, "GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT" );
	#endif
	#ifdef GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT
		swigIntConstant( GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT, "GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT" );
	#endif
	#ifdef GL_TESS_CONTROL_SHADER_EXT
		swigIntConstant( GL_TESS_CONTROL_SHADER_EXT, "GL_TESS_CONTROL_SHADER_EXT" );
	#endif
	#ifdef GL_TESS_EVALUATION_SHADER_EXT
		swigIntConstant( GL_TESS_EVALUATION_SHADER_EXT, "GL_TESS_EVALUATION_SHADER_EXT" );
	#endif
	#ifdef GL_TESS_CONTROL_SHADER_BIT_EXT
		swigIntConstant( GL_TESS_CONTROL_SHADER_BIT_EXT, "GL_TESS_CONTROL_SHADER_BIT_EXT" );
	#endif
	#ifdef GL_TESS_EVALUATION_SHADER_BIT_EXT
		swigIntConstant( GL_TESS_EVALUATION_SHADER_BIT_EXT, "GL_TESS_EVALUATION_SHADER_BIT_EXT" );
	#endif
	#ifdef GL_EXT_texture_border_clamp
		swigIntConstant( GL_EXT_texture_border_clamp, "GL_EXT_texture_border_clamp" );
	#endif
	#ifdef GL_TEXTURE_BORDER_COLOR_EXT
		swigIntConstant( GL_TEXTURE_BORDER_COLOR_EXT, "GL_TEXTURE_BORDER_COLOR_EXT" );
	#endif
	#ifdef GL_CLAMP_TO_BORDER_EXT
		swigIntConstant( GL_CLAMP_TO_BORDER_EXT, "GL_CLAMP_TO_BORDER_EXT" );
	#endif
	#ifdef GL_EXT_texture_buffer
		swigIntConstant( GL_EXT_texture_buffer, "GL_EXT_texture_buffer" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_EXT, "GL_TEXTURE_BUFFER_EXT" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_BINDING_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_BINDING_EXT, "GL_TEXTURE_BUFFER_BINDING_EXT" );
	#endif
	#ifdef GL_MAX_TEXTURE_BUFFER_SIZE_EXT
		swigIntConstant( GL_MAX_TEXTURE_BUFFER_SIZE_EXT, "GL_MAX_TEXTURE_BUFFER_SIZE_EXT" );
	#endif
	#ifdef GL_TEXTURE_BINDING_BUFFER_EXT
		swigIntConstant( GL_TEXTURE_BINDING_BUFFER_EXT, "GL_TEXTURE_BINDING_BUFFER_EXT" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT, "GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT, "GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT" );
	#endif
	#ifdef GL_SAMPLER_BUFFER_EXT
		swigIntConstant( GL_SAMPLER_BUFFER_EXT, "GL_SAMPLER_BUFFER_EXT" );
	#endif
	#ifdef GL_INT_SAMPLER_BUFFER_EXT
		swigIntConstant( GL_INT_SAMPLER_BUFFER_EXT, "GL_INT_SAMPLER_BUFFER_EXT" );
	#endif
	#ifdef GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT
		swigIntConstant( GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT, "GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT" );
	#endif
	#ifdef GL_IMAGE_BUFFER_EXT
		swigIntConstant( GL_IMAGE_BUFFER_EXT, "GL_IMAGE_BUFFER_EXT" );
	#endif
	#ifdef GL_INT_IMAGE_BUFFER_EXT
		swigIntConstant( GL_INT_IMAGE_BUFFER_EXT, "GL_INT_IMAGE_BUFFER_EXT" );
	#endif
	#ifdef GL_UNSIGNED_INT_IMAGE_BUFFER_EXT
		swigIntConstant( GL_UNSIGNED_INT_IMAGE_BUFFER_EXT, "GL_UNSIGNED_INT_IMAGE_BUFFER_EXT" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_OFFSET_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_OFFSET_EXT, "GL_TEXTURE_BUFFER_OFFSET_EXT" );
	#endif
	#ifdef GL_TEXTURE_BUFFER_SIZE_EXT
		swigIntConstant( GL_TEXTURE_BUFFER_SIZE_EXT, "GL_TEXTURE_BUFFER_SIZE_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_astc_decode_mode
		swigIntConstant( GL_EXT_texture_compression_astc_decode_mode, "GL_EXT_texture_compression_astc_decode_mode" );
	#endif
	#ifdef GL_TEXTURE_ASTC_DECODE_PRECISION_EXT
		swigIntConstant( GL_TEXTURE_ASTC_DECODE_PRECISION_EXT, "GL_TEXTURE_ASTC_DECODE_PRECISION_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_bptc
		swigIntConstant( GL_EXT_texture_compression_bptc, "GL_EXT_texture_compression_bptc" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_BPTC_UNORM_EXT
		swigIntConstant( GL_COMPRESSED_RGBA_BPTC_UNORM_EXT, "GL_COMPRESSED_RGBA_BPTC_UNORM_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT" );
	#endif
	#ifdef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT
		swigIntConstant( GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT" );
	#endif
	#ifdef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT
		swigIntConstant( GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_dxt1
		swigIntConstant( GL_EXT_texture_compression_dxt1, "GL_EXT_texture_compression_dxt1" );
	#endif
	#ifdef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
		swigIntConstant( GL_COMPRESSED_RGB_S3TC_DXT1_EXT, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
		swigIntConstant( GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_rgtc
		swigIntConstant( GL_EXT_texture_compression_rgtc, "GL_EXT_texture_compression_rgtc" );
	#endif
	#ifdef GL_COMPRESSED_RED_RGTC1_EXT
		swigIntConstant( GL_COMPRESSED_RED_RGTC1_EXT, "GL_COMPRESSED_RED_RGTC1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SIGNED_RED_RGTC1_EXT
		swigIntConstant( GL_COMPRESSED_SIGNED_RED_RGTC1_EXT, "GL_COMPRESSED_SIGNED_RED_RGTC1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_RED_GREEN_RGTC2_EXT
		swigIntConstant( GL_COMPRESSED_RED_GREEN_RGTC2_EXT, "GL_COMPRESSED_RED_GREEN_RGTC2_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT
		swigIntConstant( GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT, "GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_s3tc
		swigIntConstant( GL_EXT_texture_compression_s3tc, "GL_EXT_texture_compression_s3tc" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
		swigIntConstant( GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
		swigIntConstant( GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT" );
	#endif
	#ifdef GL_EXT_texture_compression_s3tc_srgb
		swigIntConstant( GL_EXT_texture_compression_s3tc_srgb, "GL_EXT_texture_compression_s3tc_srgb" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT" );
	#endif
	#ifdef GL_EXT_texture_cube_map_array
		swigIntConstant( GL_EXT_texture_cube_map_array, "GL_EXT_texture_cube_map_array" );
	#endif
	#ifdef GL_TEXTURE_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_TEXTURE_CUBE_MAP_ARRAY_EXT, "GL_TEXTURE_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT, "GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_SAMPLER_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_SAMPLER_CUBE_MAP_ARRAY_EXT, "GL_SAMPLER_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT
		swigIntConstant( GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT, "GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT" );
	#endif
	#ifdef GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT, "GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT, "GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_IMAGE_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_IMAGE_CUBE_MAP_ARRAY_EXT, "GL_IMAGE_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT, "GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT
		swigIntConstant( GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT, "GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT" );
	#endif
	#ifdef GL_EXT_texture_filter_anisotropic
		swigIntConstant( GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic" );
	#endif
	#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
		swigIntConstant( GL_TEXTURE_MAX_ANISOTROPY_EXT, "GL_TEXTURE_MAX_ANISOTROPY_EXT" );
	#endif
	#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
		swigIntConstant( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT" );
	#endif
	#ifdef GL_EXT_texture_filter_minmax
		swigIntConstant( GL_EXT_texture_filter_minmax, "GL_EXT_texture_filter_minmax" );
	#endif
	#ifdef GL_TEXTURE_REDUCTION_MODE_EXT
		swigIntConstant( GL_TEXTURE_REDUCTION_MODE_EXT, "GL_TEXTURE_REDUCTION_MODE_EXT" );
	#endif
	#ifdef GL_WEIGHTED_AVERAGE_EXT
		swigIntConstant( GL_WEIGHTED_AVERAGE_EXT, "GL_WEIGHTED_AVERAGE_EXT" );
	#endif
	#ifdef GL_EXT_texture_format_BGRA8888
		swigIntConstant( GL_EXT_texture_format_BGRA8888, "GL_EXT_texture_format_BGRA8888" );
	#endif
	#ifdef GL_EXT_texture_format_sRGB_override
		swigIntConstant( GL_EXT_texture_format_sRGB_override, "GL_EXT_texture_format_sRGB_override" );
	#endif
	#ifdef GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT
		swigIntConstant( GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT, "GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT" );
	#endif
	#ifdef GL_EXT_texture_mirror_clamp_to_edge
		swigIntConstant( GL_EXT_texture_mirror_clamp_to_edge, "GL_EXT_texture_mirror_clamp_to_edge" );
	#endif
	#ifdef GL_MIRROR_CLAMP_TO_EDGE_EXT
		swigIntConstant( GL_MIRROR_CLAMP_TO_EDGE_EXT, "GL_MIRROR_CLAMP_TO_EDGE_EXT" );
	#endif
	#ifdef GL_EXT_texture_norm16
		swigIntConstant( GL_EXT_texture_norm16, "GL_EXT_texture_norm16" );
	#endif
	#ifdef GL_R16_EXT
		swigIntConstant( GL_R16_EXT, "GL_R16_EXT" );
	#endif
	#ifdef GL_RG16_EXT
		swigIntConstant( GL_RG16_EXT, "GL_RG16_EXT" );
	#endif
	#ifdef GL_RGBA16_EXT
		swigIntConstant( GL_RGBA16_EXT, "GL_RGBA16_EXT" );
	#endif
	#ifdef GL_RGB16_EXT
		swigIntConstant( GL_RGB16_EXT, "GL_RGB16_EXT" );
	#endif
	#ifdef GL_RGB16_SNORM_EXT
		swigIntConstant( GL_RGB16_SNORM_EXT, "GL_RGB16_SNORM_EXT" );
	#endif
	#ifdef GL_EXT_texture_query_lod
		swigIntConstant( GL_EXT_texture_query_lod, "GL_EXT_texture_query_lod" );
	#endif
	#ifdef GL_EXT_texture_rg
		swigIntConstant( GL_EXT_texture_rg, "GL_EXT_texture_rg" );
	#endif
	#ifdef GL_RED_EXT
		swigIntConstant( GL_RED_EXT, "GL_RED_EXT" );
	#endif
	#ifdef GL_RG_EXT
		swigIntConstant( GL_RG_EXT, "GL_RG_EXT" );
	#endif
	#ifdef GL_R8_EXT
		swigIntConstant( GL_R8_EXT, "GL_R8_EXT" );
	#endif
	#ifdef GL_RG8_EXT
		swigIntConstant( GL_RG8_EXT, "GL_RG8_EXT" );
	#endif
	#ifdef GL_EXT_texture_sRGB_R8
		swigIntConstant( GL_EXT_texture_sRGB_R8, "GL_EXT_texture_sRGB_R8" );
	#endif
	#ifdef GL_SR8_EXT
		swigIntConstant( GL_SR8_EXT, "GL_SR8_EXT" );
	#endif
	#ifdef GL_EXT_texture_sRGB_RG8
		swigIntConstant( GL_EXT_texture_sRGB_RG8, "GL_EXT_texture_sRGB_RG8" );
	#endif
	#ifdef GL_SRG8_EXT
		swigIntConstant( GL_SRG8_EXT, "GL_SRG8_EXT" );
	#endif
	#ifdef GL_EXT_texture_sRGB_decode
		swigIntConstant( GL_EXT_texture_sRGB_decode, "GL_EXT_texture_sRGB_decode" );
	#endif
	#ifdef GL_TEXTURE_SRGB_DECODE_EXT
		swigIntConstant( GL_TEXTURE_SRGB_DECODE_EXT, "GL_TEXTURE_SRGB_DECODE_EXT" );
	#endif
	#ifdef GL_DECODE_EXT
		swigIntConstant( GL_DECODE_EXT, "GL_DECODE_EXT" );
	#endif
	#ifdef GL_SKIP_DECODE_EXT
		swigIntConstant( GL_SKIP_DECODE_EXT, "GL_SKIP_DECODE_EXT" );
	#endif
	#ifdef GL_EXT_texture_shadow_lod
		swigIntConstant( GL_EXT_texture_shadow_lod, "GL_EXT_texture_shadow_lod" );
	#endif
	#ifdef GL_EXT_texture_storage
		swigIntConstant( GL_EXT_texture_storage, "GL_EXT_texture_storage" );
	#endif
	#ifdef GL_TEXTURE_IMMUTABLE_FORMAT_EXT
		swigIntConstant( GL_TEXTURE_IMMUTABLE_FORMAT_EXT, "GL_TEXTURE_IMMUTABLE_FORMAT_EXT" );
	#endif
	#ifdef GL_ALPHA8_EXT
		swigIntConstant( GL_ALPHA8_EXT, "GL_ALPHA8_EXT" );
	#endif
	#ifdef GL_LUMINANCE8_EXT
		swigIntConstant( GL_LUMINANCE8_EXT, "GL_LUMINANCE8_EXT" );
	#endif
	#ifdef GL_LUMINANCE8_ALPHA8_EXT
		swigIntConstant( GL_LUMINANCE8_ALPHA8_EXT, "GL_LUMINANCE8_ALPHA8_EXT" );
	#endif
	#ifdef GL_RGBA32F_EXT
		swigIntConstant( GL_RGBA32F_EXT, "GL_RGBA32F_EXT" );
	#endif
	#ifdef GL_RGB32F_EXT
		swigIntConstant( GL_RGB32F_EXT, "GL_RGB32F_EXT" );
	#endif
	#ifdef GL_ALPHA32F_EXT
		swigIntConstant( GL_ALPHA32F_EXT, "GL_ALPHA32F_EXT" );
	#endif
	#ifdef GL_LUMINANCE32F_EXT
		swigIntConstant( GL_LUMINANCE32F_EXT, "GL_LUMINANCE32F_EXT" );
	#endif
	#ifdef GL_LUMINANCE_ALPHA32F_EXT
		swigIntConstant( GL_LUMINANCE_ALPHA32F_EXT, "GL_LUMINANCE_ALPHA32F_EXT" );
	#endif
	#ifdef GL_ALPHA16F_EXT
		swigIntConstant( GL_ALPHA16F_EXT, "GL_ALPHA16F_EXT" );
	#endif
	#ifdef GL_LUMINANCE16F_EXT
		swigIntConstant( GL_LUMINANCE16F_EXT, "GL_LUMINANCE16F_EXT" );
	#endif
	#ifdef GL_LUMINANCE_ALPHA16F_EXT
		swigIntConstant( GL_LUMINANCE_ALPHA16F_EXT, "GL_LUMINANCE_ALPHA16F_EXT" );
	#endif
	#ifdef GL_R32F_EXT
		swigIntConstant( GL_R32F_EXT, "GL_R32F_EXT" );
	#endif
	#ifdef GL_RG32F_EXT
		swigIntConstant( GL_RG32F_EXT, "GL_RG32F_EXT" );
	#endif
	#ifdef GL_EXT_texture_storage_compression
		swigIntConstant( GL_EXT_texture_storage_compression, "GL_EXT_texture_storage_compression" );
	#endif
	#ifdef GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT
		swigIntConstant( GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT, "GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT" );
	#endif
	#ifdef GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT
		swigIntConstant( GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT, "GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT" );
	#endif
	#ifdef GL_EXT_texture_type_2_10_10_10_REV
		swigIntConstant( GL_EXT_texture_type_2_10_10_10_REV, "GL_EXT_texture_type_2_10_10_10_REV" );
	#endif
	#ifdef GL_UNSIGNED_INT_2_10_10_10_REV_EXT
		swigIntConstant( GL_UNSIGNED_INT_2_10_10_10_REV_EXT, "GL_UNSIGNED_INT_2_10_10_10_REV_EXT" );
	#endif
	#ifdef GL_EXT_texture_view
		swigIntConstant( GL_EXT_texture_view, "GL_EXT_texture_view" );
	#endif
	#ifdef GL_TEXTURE_VIEW_MIN_LEVEL_EXT
		swigIntConstant( GL_TEXTURE_VIEW_MIN_LEVEL_EXT, "GL_TEXTURE_VIEW_MIN_LEVEL_EXT" );
	#endif
	#ifdef GL_TEXTURE_VIEW_NUM_LEVELS_EXT
		swigIntConstant( GL_TEXTURE_VIEW_NUM_LEVELS_EXT, "GL_TEXTURE_VIEW_NUM_LEVELS_EXT" );
	#endif
	#ifdef GL_TEXTURE_VIEW_MIN_LAYER_EXT
		swigIntConstant( GL_TEXTURE_VIEW_MIN_LAYER_EXT, "GL_TEXTURE_VIEW_MIN_LAYER_EXT" );
	#endif
	#ifdef GL_TEXTURE_VIEW_NUM_LAYERS_EXT
		swigIntConstant( GL_TEXTURE_VIEW_NUM_LAYERS_EXT, "GL_TEXTURE_VIEW_NUM_LAYERS_EXT" );
	#endif
	#ifdef GL_EXT_unpack_subimage
		swigIntConstant( GL_EXT_unpack_subimage, "GL_EXT_unpack_subimage" );
	#endif
	#ifdef GL_UNPACK_ROW_LENGTH_EXT
		swigIntConstant( GL_UNPACK_ROW_LENGTH_EXT, "GL_UNPACK_ROW_LENGTH_EXT" );
	#endif
	#ifdef GL_UNPACK_SKIP_ROWS_EXT
		swigIntConstant( GL_UNPACK_SKIP_ROWS_EXT, "GL_UNPACK_SKIP_ROWS_EXT" );
	#endif
	#ifdef GL_UNPACK_SKIP_PIXELS_EXT
		swigIntConstant( GL_UNPACK_SKIP_PIXELS_EXT, "GL_UNPACK_SKIP_PIXELS_EXT" );
	#endif
	#ifdef GL_EXT_win32_keyed_mutex
		swigIntConstant( GL_EXT_win32_keyed_mutex, "GL_EXT_win32_keyed_mutex" );
	#endif
	#ifdef GL_EXT_window_rectangles
		swigIntConstant( GL_EXT_window_rectangles, "GL_EXT_window_rectangles" );
	#endif
	#ifdef GL_INCLUSIVE_EXT
		swigIntConstant( GL_INCLUSIVE_EXT, "GL_INCLUSIVE_EXT" );
	#endif
	#ifdef GL_EXCLUSIVE_EXT
		swigIntConstant( GL_EXCLUSIVE_EXT, "GL_EXCLUSIVE_EXT" );
	#endif
	#ifdef GL_WINDOW_RECTANGLE_EXT
		swigIntConstant( GL_WINDOW_RECTANGLE_EXT, "GL_WINDOW_RECTANGLE_EXT" );
	#endif
	#ifdef GL_WINDOW_RECTANGLE_MODE_EXT
		swigIntConstant( GL_WINDOW_RECTANGLE_MODE_EXT, "GL_WINDOW_RECTANGLE_MODE_EXT" );
	#endif
	#ifdef GL_MAX_WINDOW_RECTANGLES_EXT
		swigIntConstant( GL_MAX_WINDOW_RECTANGLES_EXT, "GL_MAX_WINDOW_RECTANGLES_EXT" );
	#endif
	#ifdef GL_NUM_WINDOW_RECTANGLES_EXT
		swigIntConstant( GL_NUM_WINDOW_RECTANGLES_EXT, "GL_NUM_WINDOW_RECTANGLES_EXT" );
	#endif
	#ifdef GL_FJ_shader_binary_GCCSO
		swigIntConstant( GL_FJ_shader_binary_GCCSO, "GL_FJ_shader_binary_GCCSO" );
	#endif
	#ifdef GL_GCCSO_SHADER_BINARY_FJ
		swigIntConstant( GL_GCCSO_SHADER_BINARY_FJ, "GL_GCCSO_SHADER_BINARY_FJ" );
	#endif
	#ifdef GL_IMG_bindless_texture
		swigIntConstant( GL_IMG_bindless_texture, "GL_IMG_bindless_texture" );
	#endif
	#ifdef GL_IMG_framebuffer_downsample
		swigIntConstant( GL_IMG_framebuffer_downsample, "GL_IMG_framebuffer_downsample" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG" );
	#endif
	#ifdef GL_NUM_DOWNSAMPLE_SCALES_IMG
		swigIntConstant( GL_NUM_DOWNSAMPLE_SCALES_IMG, "GL_NUM_DOWNSAMPLE_SCALES_IMG" );
	#endif
	#ifdef GL_DOWNSAMPLE_SCALES_IMG
		swigIntConstant( GL_DOWNSAMPLE_SCALES_IMG, "GL_DOWNSAMPLE_SCALES_IMG" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG" );
	#endif
	#ifdef GL_IMG_multisampled_render_to_texture
		swigIntConstant( GL_IMG_multisampled_render_to_texture, "GL_IMG_multisampled_render_to_texture" );
	#endif
	#ifdef GL_RENDERBUFFER_SAMPLES_IMG
		swigIntConstant( GL_RENDERBUFFER_SAMPLES_IMG, "GL_RENDERBUFFER_SAMPLES_IMG" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG" );
	#endif
	#ifdef GL_MAX_SAMPLES_IMG
		swigIntConstant( GL_MAX_SAMPLES_IMG, "GL_MAX_SAMPLES_IMG" );
	#endif
	#ifdef GL_TEXTURE_SAMPLES_IMG
		swigIntConstant( GL_TEXTURE_SAMPLES_IMG, "GL_TEXTURE_SAMPLES_IMG" );
	#endif
	#ifdef GL_IMG_program_binary
		swigIntConstant( GL_IMG_program_binary, "GL_IMG_program_binary" );
	#endif
	#ifdef GL_SGX_PROGRAM_BINARY_IMG
		swigIntConstant( GL_SGX_PROGRAM_BINARY_IMG, "GL_SGX_PROGRAM_BINARY_IMG" );
	#endif
	#ifdef GL_IMG_read_format
		swigIntConstant( GL_IMG_read_format, "GL_IMG_read_format" );
	#endif
	#ifdef GL_BGRA_IMG
		swigIntConstant( GL_BGRA_IMG, "GL_BGRA_IMG" );
	#endif
	#ifdef GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG
		swigIntConstant( GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG, "GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG" );
	#endif
	#ifdef GL_IMG_shader_binary
		swigIntConstant( GL_IMG_shader_binary, "GL_IMG_shader_binary" );
	#endif
	#ifdef GL_SGX_BINARY_IMG
		swigIntConstant( GL_SGX_BINARY_IMG, "GL_SGX_BINARY_IMG" );
	#endif
	#ifdef GL_IMG_texture_compression_pvrtc
		swigIntConstant( GL_IMG_texture_compression_pvrtc, "GL_IMG_texture_compression_pvrtc" );
	#endif
	#ifdef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
		swigIntConstant( GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG" );
	#endif
	#ifdef GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
		swigIntConstant( GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
		swigIntConstant( GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
		swigIntConstant( GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG" );
	#endif
	#ifdef GL_IMG_texture_compression_pvrtc2
		swigIntConstant( GL_IMG_texture_compression_pvrtc2, "GL_IMG_texture_compression_pvrtc2" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG
		swigIntConstant( GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, "GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG" );
	#endif
	#ifdef GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG
		swigIntConstant( GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, "GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG" );
	#endif
	#ifdef GL_IMG_texture_filter_cubic
		swigIntConstant( GL_IMG_texture_filter_cubic, "GL_IMG_texture_filter_cubic" );
	#endif
	#ifdef GL_CUBIC_IMG
		swigIntConstant( GL_CUBIC_IMG, "GL_CUBIC_IMG" );
	#endif
	#ifdef GL_CUBIC_MIPMAP_NEAREST_IMG
		swigIntConstant( GL_CUBIC_MIPMAP_NEAREST_IMG, "GL_CUBIC_MIPMAP_NEAREST_IMG" );
	#endif
	#ifdef GL_CUBIC_MIPMAP_LINEAR_IMG
		swigIntConstant( GL_CUBIC_MIPMAP_LINEAR_IMG, "GL_CUBIC_MIPMAP_LINEAR_IMG" );
	#endif
	#ifdef GL_INTEL_blackhole_render
		swigIntConstant( GL_INTEL_blackhole_render, "GL_INTEL_blackhole_render" );
	#endif
	#ifdef GL_BLACKHOLE_RENDER_INTEL
		swigIntConstant( GL_BLACKHOLE_RENDER_INTEL, "GL_BLACKHOLE_RENDER_INTEL" );
	#endif
	#ifdef GL_INTEL_conservative_rasterization
		swigIntConstant( GL_INTEL_conservative_rasterization, "GL_INTEL_conservative_rasterization" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTERIZATION_INTEL
		swigIntConstant( GL_CONSERVATIVE_RASTERIZATION_INTEL, "GL_CONSERVATIVE_RASTERIZATION_INTEL" );
	#endif
	#ifdef GL_INTEL_framebuffer_CMAA
		swigIntConstant( GL_INTEL_framebuffer_CMAA, "GL_INTEL_framebuffer_CMAA" );
	#endif
	#ifdef GL_INTEL_performance_query
		swigIntConstant( GL_INTEL_performance_query, "GL_INTEL_performance_query" );
	#endif
	#ifdef GL_PERFQUERY_SINGLE_CONTEXT_INTEL
		swigIntConstant( GL_PERFQUERY_SINGLE_CONTEXT_INTEL, "GL_PERFQUERY_SINGLE_CONTEXT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_GLOBAL_CONTEXT_INTEL
		swigIntConstant( GL_PERFQUERY_GLOBAL_CONTEXT_INTEL, "GL_PERFQUERY_GLOBAL_CONTEXT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_WAIT_INTEL
		swigIntConstant( GL_PERFQUERY_WAIT_INTEL, "GL_PERFQUERY_WAIT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_FLUSH_INTEL
		swigIntConstant( GL_PERFQUERY_FLUSH_INTEL, "GL_PERFQUERY_FLUSH_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_DONOT_FLUSH_INTEL
		swigIntConstant( GL_PERFQUERY_DONOT_FLUSH_INTEL, "GL_PERFQUERY_DONOT_FLUSH_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_EVENT_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_EVENT_INTEL, "GL_PERFQUERY_COUNTER_EVENT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL, "GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL, "GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL, "GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_RAW_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_RAW_INTEL, "GL_PERFQUERY_COUNTER_RAW_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL, "GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL, "GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL, "GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL, "GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL, "GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL, "GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL
		swigIntConstant( GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL, "GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL, "GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL
		swigIntConstant( GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL, "GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL" );
	#endif
	#ifdef GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL
		swigIntConstant( GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL, "GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL" );
	#endif
	#ifdef GL_MESA_bgra
		swigIntConstant( GL_MESA_bgra, "GL_MESA_bgra" );
	#endif
	#ifdef GL_BGR_EXT
		swigIntConstant( GL_BGR_EXT, "GL_BGR_EXT" );
	#endif
	#ifdef GL_MESA_framebuffer_flip_x
		swigIntConstant( GL_MESA_framebuffer_flip_x, "GL_MESA_framebuffer_flip_x" );
	#endif
	#ifdef GL_FRAMEBUFFER_FLIP_X_MESA
		swigIntConstant( GL_FRAMEBUFFER_FLIP_X_MESA, "GL_FRAMEBUFFER_FLIP_X_MESA" );
	#endif
	#ifdef GL_MESA_framebuffer_flip_y
		swigIntConstant( GL_MESA_framebuffer_flip_y, "GL_MESA_framebuffer_flip_y" );
	#endif
	#ifdef GL_FRAMEBUFFER_FLIP_Y_MESA
		swigIntConstant( GL_FRAMEBUFFER_FLIP_Y_MESA, "GL_FRAMEBUFFER_FLIP_Y_MESA" );
	#endif
	#ifdef GL_MESA_framebuffer_swap_xy
		swigIntConstant( GL_MESA_framebuffer_swap_xy, "GL_MESA_framebuffer_swap_xy" );
	#endif
	#ifdef GL_FRAMEBUFFER_SWAP_XY_MESA
		swigIntConstant( GL_FRAMEBUFFER_SWAP_XY_MESA, "GL_FRAMEBUFFER_SWAP_XY_MESA" );
	#endif
	#ifdef GL_MESA_program_binary_formats
		swigIntConstant( GL_MESA_program_binary_formats, "GL_MESA_program_binary_formats" );
	#endif
	#ifdef GL_PROGRAM_BINARY_FORMAT_MESA
		swigIntConstant( GL_PROGRAM_BINARY_FORMAT_MESA, "GL_PROGRAM_BINARY_FORMAT_MESA" );
	#endif
	#ifdef GL_MESA_shader_integer_functions
		swigIntConstant( GL_MESA_shader_integer_functions, "GL_MESA_shader_integer_functions" );
	#endif
	#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers
		swigIntConstant( GL_NVX_blend_equation_advanced_multi_draw_buffers, "GL_NVX_blend_equation_advanced_multi_draw_buffers" );
	#endif
	#ifdef GL_NV_bindless_texture
		swigIntConstant( GL_NV_bindless_texture, "GL_NV_bindless_texture" );
	#endif
	#ifdef GL_NV_blend_equation_advanced
		swigIntConstant( GL_NV_blend_equation_advanced, "GL_NV_blend_equation_advanced" );
	#endif
	#ifdef GL_BLEND_OVERLAP_NV
		swigIntConstant( GL_BLEND_OVERLAP_NV, "GL_BLEND_OVERLAP_NV" );
	#endif
	#ifdef GL_BLEND_PREMULTIPLIED_SRC_NV
		swigIntConstant( GL_BLEND_PREMULTIPLIED_SRC_NV, "GL_BLEND_PREMULTIPLIED_SRC_NV" );
	#endif
	#ifdef GL_BLUE_NV
		swigIntConstant( GL_BLUE_NV, "GL_BLUE_NV" );
	#endif
	#ifdef GL_COLORBURN_NV
		swigIntConstant( GL_COLORBURN_NV, "GL_COLORBURN_NV" );
	#endif
	#ifdef GL_COLORDODGE_NV
		swigIntConstant( GL_COLORDODGE_NV, "GL_COLORDODGE_NV" );
	#endif
	#ifdef GL_CONJOINT_NV
		swigIntConstant( GL_CONJOINT_NV, "GL_CONJOINT_NV" );
	#endif
	#ifdef GL_CONTRAST_NV
		swigIntConstant( GL_CONTRAST_NV, "GL_CONTRAST_NV" );
	#endif
	#ifdef GL_DARKEN_NV
		swigIntConstant( GL_DARKEN_NV, "GL_DARKEN_NV" );
	#endif
	#ifdef GL_DIFFERENCE_NV
		swigIntConstant( GL_DIFFERENCE_NV, "GL_DIFFERENCE_NV" );
	#endif
	#ifdef GL_DISJOINT_NV
		swigIntConstant( GL_DISJOINT_NV, "GL_DISJOINT_NV" );
	#endif
	#ifdef GL_DST_ATOP_NV
		swigIntConstant( GL_DST_ATOP_NV, "GL_DST_ATOP_NV" );
	#endif
	#ifdef GL_DST_IN_NV
		swigIntConstant( GL_DST_IN_NV, "GL_DST_IN_NV" );
	#endif
	#ifdef GL_DST_NV
		swigIntConstant( GL_DST_NV, "GL_DST_NV" );
	#endif
	#ifdef GL_DST_OUT_NV
		swigIntConstant( GL_DST_OUT_NV, "GL_DST_OUT_NV" );
	#endif
	#ifdef GL_DST_OVER_NV
		swigIntConstant( GL_DST_OVER_NV, "GL_DST_OVER_NV" );
	#endif
	#ifdef GL_EXCLUSION_NV
		swigIntConstant( GL_EXCLUSION_NV, "GL_EXCLUSION_NV" );
	#endif
	#ifdef GL_GREEN_NV
		swigIntConstant( GL_GREEN_NV, "GL_GREEN_NV" );
	#endif
	#ifdef GL_HARDLIGHT_NV
		swigIntConstant( GL_HARDLIGHT_NV, "GL_HARDLIGHT_NV" );
	#endif
	#ifdef GL_HARDMIX_NV
		swigIntConstant( GL_HARDMIX_NV, "GL_HARDMIX_NV" );
	#endif
	#ifdef GL_HSL_COLOR_NV
		swigIntConstant( GL_HSL_COLOR_NV, "GL_HSL_COLOR_NV" );
	#endif
	#ifdef GL_HSL_HUE_NV
		swigIntConstant( GL_HSL_HUE_NV, "GL_HSL_HUE_NV" );
	#endif
	#ifdef GL_HSL_LUMINOSITY_NV
		swigIntConstant( GL_HSL_LUMINOSITY_NV, "GL_HSL_LUMINOSITY_NV" );
	#endif
	#ifdef GL_HSL_SATURATION_NV
		swigIntConstant( GL_HSL_SATURATION_NV, "GL_HSL_SATURATION_NV" );
	#endif
	#ifdef GL_INVERT_OVG_NV
		swigIntConstant( GL_INVERT_OVG_NV, "GL_INVERT_OVG_NV" );
	#endif
	#ifdef GL_INVERT_RGB_NV
		swigIntConstant( GL_INVERT_RGB_NV, "GL_INVERT_RGB_NV" );
	#endif
	#ifdef GL_LIGHTEN_NV
		swigIntConstant( GL_LIGHTEN_NV, "GL_LIGHTEN_NV" );
	#endif
	#ifdef GL_LINEARBURN_NV
		swigIntConstant( GL_LINEARBURN_NV, "GL_LINEARBURN_NV" );
	#endif
	#ifdef GL_LINEARDODGE_NV
		swigIntConstant( GL_LINEARDODGE_NV, "GL_LINEARDODGE_NV" );
	#endif
	#ifdef GL_LINEARLIGHT_NV
		swigIntConstant( GL_LINEARLIGHT_NV, "GL_LINEARLIGHT_NV" );
	#endif
	#ifdef GL_MINUS_CLAMPED_NV
		swigIntConstant( GL_MINUS_CLAMPED_NV, "GL_MINUS_CLAMPED_NV" );
	#endif
	#ifdef GL_MINUS_NV
		swigIntConstant( GL_MINUS_NV, "GL_MINUS_NV" );
	#endif
	#ifdef GL_MULTIPLY_NV
		swigIntConstant( GL_MULTIPLY_NV, "GL_MULTIPLY_NV" );
	#endif
	#ifdef GL_OVERLAY_NV
		swigIntConstant( GL_OVERLAY_NV, "GL_OVERLAY_NV" );
	#endif
	#ifdef GL_PINLIGHT_NV
		swigIntConstant( GL_PINLIGHT_NV, "GL_PINLIGHT_NV" );
	#endif
	#ifdef GL_PLUS_CLAMPED_ALPHA_NV
		swigIntConstant( GL_PLUS_CLAMPED_ALPHA_NV, "GL_PLUS_CLAMPED_ALPHA_NV" );
	#endif
	#ifdef GL_PLUS_CLAMPED_NV
		swigIntConstant( GL_PLUS_CLAMPED_NV, "GL_PLUS_CLAMPED_NV" );
	#endif
	#ifdef GL_PLUS_DARKER_NV
		swigIntConstant( GL_PLUS_DARKER_NV, "GL_PLUS_DARKER_NV" );
	#endif
	#ifdef GL_PLUS_NV
		swigIntConstant( GL_PLUS_NV, "GL_PLUS_NV" );
	#endif
	#ifdef GL_RED_NV
		swigIntConstant( GL_RED_NV, "GL_RED_NV" );
	#endif
	#ifdef GL_SCREEN_NV
		swigIntConstant( GL_SCREEN_NV, "GL_SCREEN_NV" );
	#endif
	#ifdef GL_SOFTLIGHT_NV
		swigIntConstant( GL_SOFTLIGHT_NV, "GL_SOFTLIGHT_NV" );
	#endif
	#ifdef GL_SRC_ATOP_NV
		swigIntConstant( GL_SRC_ATOP_NV, "GL_SRC_ATOP_NV" );
	#endif
	#ifdef GL_SRC_IN_NV
		swigIntConstant( GL_SRC_IN_NV, "GL_SRC_IN_NV" );
	#endif
	#ifdef GL_SRC_NV
		swigIntConstant( GL_SRC_NV, "GL_SRC_NV" );
	#endif
	#ifdef GL_SRC_OUT_NV
		swigIntConstant( GL_SRC_OUT_NV, "GL_SRC_OUT_NV" );
	#endif
	#ifdef GL_SRC_OVER_NV
		swigIntConstant( GL_SRC_OVER_NV, "GL_SRC_OVER_NV" );
	#endif
	#ifdef GL_UNCORRELATED_NV
		swigIntConstant( GL_UNCORRELATED_NV, "GL_UNCORRELATED_NV" );
	#endif
	#ifdef GL_VIVIDLIGHT_NV
		swigIntConstant( GL_VIVIDLIGHT_NV, "GL_VIVIDLIGHT_NV" );
	#endif
	#ifdef GL_XOR_NV
		swigIntConstant( GL_XOR_NV, "GL_XOR_NV" );
	#endif
	#ifdef GL_NV_blend_equation_advanced_coherent
		swigIntConstant( GL_NV_blend_equation_advanced_coherent, "GL_NV_blend_equation_advanced_coherent" );
	#endif
	#ifdef GL_BLEND_ADVANCED_COHERENT_NV
		swigIntConstant( GL_BLEND_ADVANCED_COHERENT_NV, "GL_BLEND_ADVANCED_COHERENT_NV" );
	#endif
	#ifdef GL_NV_blend_minmax_factor
		swigIntConstant( GL_NV_blend_minmax_factor, "GL_NV_blend_minmax_factor" );
	#endif
	#ifdef GL_FACTOR_MIN_AMD
		swigIntConstant( GL_FACTOR_MIN_AMD, "GL_FACTOR_MIN_AMD" );
	#endif
	#ifdef GL_FACTOR_MAX_AMD
		swigIntConstant( GL_FACTOR_MAX_AMD, "GL_FACTOR_MAX_AMD" );
	#endif
	#ifdef GL_NV_clip_space_w_scaling
		swigIntConstant( GL_NV_clip_space_w_scaling, "GL_NV_clip_space_w_scaling" );
	#endif
	#ifdef GL_VIEWPORT_POSITION_W_SCALE_NV
		swigIntConstant( GL_VIEWPORT_POSITION_W_SCALE_NV, "GL_VIEWPORT_POSITION_W_SCALE_NV" );
	#endif
	#ifdef GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV
		swigIntConstant( GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV, "GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV" );
	#endif
	#ifdef GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV
		swigIntConstant( GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV, "GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV" );
	#endif
	#ifdef GL_NV_compute_shader_derivatives
		swigIntConstant( GL_NV_compute_shader_derivatives, "GL_NV_compute_shader_derivatives" );
	#endif
	#ifdef GL_NV_conditional_render
		swigIntConstant( GL_NV_conditional_render, "GL_NV_conditional_render" );
	#endif
	#ifdef GL_QUERY_WAIT_NV
		swigIntConstant( GL_QUERY_WAIT_NV, "GL_QUERY_WAIT_NV" );
	#endif
	#ifdef GL_QUERY_NO_WAIT_NV
		swigIntConstant( GL_QUERY_NO_WAIT_NV, "GL_QUERY_NO_WAIT_NV" );
	#endif
	#ifdef GL_QUERY_BY_REGION_WAIT_NV
		swigIntConstant( GL_QUERY_BY_REGION_WAIT_NV, "GL_QUERY_BY_REGION_WAIT_NV" );
	#endif
	#ifdef GL_QUERY_BY_REGION_NO_WAIT_NV
		swigIntConstant( GL_QUERY_BY_REGION_NO_WAIT_NV, "GL_QUERY_BY_REGION_NO_WAIT_NV" );
	#endif
	#ifdef GL_NV_conservative_raster
		swigIntConstant( GL_NV_conservative_raster, "GL_NV_conservative_raster" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTERIZATION_NV
		swigIntConstant( GL_CONSERVATIVE_RASTERIZATION_NV, "GL_CONSERVATIVE_RASTERIZATION_NV" );
	#endif
	#ifdef GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV
		swigIntConstant( GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV, "GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV" );
	#endif
	#ifdef GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV
		swigIntConstant( GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV, "GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV" );
	#endif
	#ifdef GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV
		swigIntConstant( GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV, "GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV" );
	#endif
	#ifdef GL_NV_conservative_raster_pre_snap
		swigIntConstant( GL_NV_conservative_raster_pre_snap, "GL_NV_conservative_raster_pre_snap" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV
		swigIntConstant( GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV, "GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV" );
	#endif
	#ifdef GL_NV_conservative_raster_pre_snap_triangles
		swigIntConstant( GL_NV_conservative_raster_pre_snap_triangles, "GL_NV_conservative_raster_pre_snap_triangles" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTER_MODE_NV
		swigIntConstant( GL_CONSERVATIVE_RASTER_MODE_NV, "GL_CONSERVATIVE_RASTER_MODE_NV" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV
		swigIntConstant( GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV, "GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV" );
	#endif
	#ifdef GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV
		swigIntConstant( GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV, "GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV" );
	#endif
	#ifdef GL_NV_copy_buffer
		swigIntConstant( GL_NV_copy_buffer, "GL_NV_copy_buffer" );
	#endif
	#ifdef GL_COPY_READ_BUFFER_NV
		swigIntConstant( GL_COPY_READ_BUFFER_NV, "GL_COPY_READ_BUFFER_NV" );
	#endif
	#ifdef GL_COPY_WRITE_BUFFER_NV
		swigIntConstant( GL_COPY_WRITE_BUFFER_NV, "GL_COPY_WRITE_BUFFER_NV" );
	#endif
	#ifdef GL_NV_coverage_sample
		swigIntConstant( GL_NV_coverage_sample, "GL_NV_coverage_sample" );
	#endif
	#ifdef GL_COVERAGE_COMPONENT_NV
		swigIntConstant( GL_COVERAGE_COMPONENT_NV, "GL_COVERAGE_COMPONENT_NV" );
	#endif
	#ifdef GL_COVERAGE_COMPONENT4_NV
		swigIntConstant( GL_COVERAGE_COMPONENT4_NV, "GL_COVERAGE_COMPONENT4_NV" );
	#endif
	#ifdef GL_COVERAGE_ATTACHMENT_NV
		swigIntConstant( GL_COVERAGE_ATTACHMENT_NV, "GL_COVERAGE_ATTACHMENT_NV" );
	#endif
	#ifdef GL_COVERAGE_BUFFERS_NV
		swigIntConstant( GL_COVERAGE_BUFFERS_NV, "GL_COVERAGE_BUFFERS_NV" );
	#endif
	#ifdef GL_COVERAGE_SAMPLES_NV
		swigIntConstant( GL_COVERAGE_SAMPLES_NV, "GL_COVERAGE_SAMPLES_NV" );
	#endif
	#ifdef GL_COVERAGE_ALL_FRAGMENTS_NV
		swigIntConstant( GL_COVERAGE_ALL_FRAGMENTS_NV, "GL_COVERAGE_ALL_FRAGMENTS_NV" );
	#endif
	#ifdef GL_COVERAGE_EDGE_FRAGMENTS_NV
		swigIntConstant( GL_COVERAGE_EDGE_FRAGMENTS_NV, "GL_COVERAGE_EDGE_FRAGMENTS_NV" );
	#endif
	#ifdef GL_COVERAGE_AUTOMATIC_NV
		swigIntConstant( GL_COVERAGE_AUTOMATIC_NV, "GL_COVERAGE_AUTOMATIC_NV" );
	#endif
	#ifdef GL_COVERAGE_BUFFER_BIT_NV
		swigIntConstant( GL_COVERAGE_BUFFER_BIT_NV, "GL_COVERAGE_BUFFER_BIT_NV" );
	#endif
	#ifdef GL_NV_depth_nonlinear
		swigIntConstant( GL_NV_depth_nonlinear, "GL_NV_depth_nonlinear" );
	#endif
	#ifdef GL_DEPTH_COMPONENT16_NONLINEAR_NV
		swigIntConstant( GL_DEPTH_COMPONENT16_NONLINEAR_NV, "GL_DEPTH_COMPONENT16_NONLINEAR_NV" );
	#endif
	#ifdef GL_NV_draw_buffers
		swigIntConstant( GL_NV_draw_buffers, "GL_NV_draw_buffers" );
	#endif
	#ifdef GL_MAX_DRAW_BUFFERS_NV
		swigIntConstant( GL_MAX_DRAW_BUFFERS_NV, "GL_MAX_DRAW_BUFFERS_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER0_NV
		swigIntConstant( GL_DRAW_BUFFER0_NV, "GL_DRAW_BUFFER0_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER1_NV
		swigIntConstant( GL_DRAW_BUFFER1_NV, "GL_DRAW_BUFFER1_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER2_NV
		swigIntConstant( GL_DRAW_BUFFER2_NV, "GL_DRAW_BUFFER2_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER3_NV
		swigIntConstant( GL_DRAW_BUFFER3_NV, "GL_DRAW_BUFFER3_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER4_NV
		swigIntConstant( GL_DRAW_BUFFER4_NV, "GL_DRAW_BUFFER4_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER5_NV
		swigIntConstant( GL_DRAW_BUFFER5_NV, "GL_DRAW_BUFFER5_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER6_NV
		swigIntConstant( GL_DRAW_BUFFER6_NV, "GL_DRAW_BUFFER6_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER7_NV
		swigIntConstant( GL_DRAW_BUFFER7_NV, "GL_DRAW_BUFFER7_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER8_NV
		swigIntConstant( GL_DRAW_BUFFER8_NV, "GL_DRAW_BUFFER8_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER9_NV
		swigIntConstant( GL_DRAW_BUFFER9_NV, "GL_DRAW_BUFFER9_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER10_NV
		swigIntConstant( GL_DRAW_BUFFER10_NV, "GL_DRAW_BUFFER10_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER11_NV
		swigIntConstant( GL_DRAW_BUFFER11_NV, "GL_DRAW_BUFFER11_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER12_NV
		swigIntConstant( GL_DRAW_BUFFER12_NV, "GL_DRAW_BUFFER12_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER13_NV
		swigIntConstant( GL_DRAW_BUFFER13_NV, "GL_DRAW_BUFFER13_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER14_NV
		swigIntConstant( GL_DRAW_BUFFER14_NV, "GL_DRAW_BUFFER14_NV" );
	#endif
	#ifdef GL_DRAW_BUFFER15_NV
		swigIntConstant( GL_DRAW_BUFFER15_NV, "GL_DRAW_BUFFER15_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT0_NV
		swigIntConstant( GL_COLOR_ATTACHMENT0_NV, "GL_COLOR_ATTACHMENT0_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT1_NV
		swigIntConstant( GL_COLOR_ATTACHMENT1_NV, "GL_COLOR_ATTACHMENT1_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT2_NV
		swigIntConstant( GL_COLOR_ATTACHMENT2_NV, "GL_COLOR_ATTACHMENT2_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT3_NV
		swigIntConstant( GL_COLOR_ATTACHMENT3_NV, "GL_COLOR_ATTACHMENT3_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT4_NV
		swigIntConstant( GL_COLOR_ATTACHMENT4_NV, "GL_COLOR_ATTACHMENT4_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT5_NV
		swigIntConstant( GL_COLOR_ATTACHMENT5_NV, "GL_COLOR_ATTACHMENT5_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT6_NV
		swigIntConstant( GL_COLOR_ATTACHMENT6_NV, "GL_COLOR_ATTACHMENT6_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT7_NV
		swigIntConstant( GL_COLOR_ATTACHMENT7_NV, "GL_COLOR_ATTACHMENT7_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT8_NV
		swigIntConstant( GL_COLOR_ATTACHMENT8_NV, "GL_COLOR_ATTACHMENT8_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT9_NV
		swigIntConstant( GL_COLOR_ATTACHMENT9_NV, "GL_COLOR_ATTACHMENT9_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT10_NV
		swigIntConstant( GL_COLOR_ATTACHMENT10_NV, "GL_COLOR_ATTACHMENT10_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT11_NV
		swigIntConstant( GL_COLOR_ATTACHMENT11_NV, "GL_COLOR_ATTACHMENT11_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT12_NV
		swigIntConstant( GL_COLOR_ATTACHMENT12_NV, "GL_COLOR_ATTACHMENT12_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT13_NV
		swigIntConstant( GL_COLOR_ATTACHMENT13_NV, "GL_COLOR_ATTACHMENT13_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT14_NV
		swigIntConstant( GL_COLOR_ATTACHMENT14_NV, "GL_COLOR_ATTACHMENT14_NV" );
	#endif
	#ifdef GL_COLOR_ATTACHMENT15_NV
		swigIntConstant( GL_COLOR_ATTACHMENT15_NV, "GL_COLOR_ATTACHMENT15_NV" );
	#endif
	#ifdef GL_NV_draw_instanced
		swigIntConstant( GL_NV_draw_instanced, "GL_NV_draw_instanced" );
	#endif
	#ifdef GL_NV_draw_vulkan_image
		swigIntConstant( GL_NV_draw_vulkan_image, "GL_NV_draw_vulkan_image" );
	#endif
	#ifdef GL_NV_explicit_attrib_location
		swigIntConstant( GL_NV_explicit_attrib_location, "GL_NV_explicit_attrib_location" );
	#endif
	#ifdef GL_NV_fbo_color_attachments
		swigIntConstant( GL_NV_fbo_color_attachments, "GL_NV_fbo_color_attachments" );
	#endif
	#ifdef GL_MAX_COLOR_ATTACHMENTS_NV
		swigIntConstant( GL_MAX_COLOR_ATTACHMENTS_NV, "GL_MAX_COLOR_ATTACHMENTS_NV" );
	#endif
	#ifdef GL_NV_fence
		swigIntConstant( GL_NV_fence, "GL_NV_fence" );
	#endif
	#ifdef GL_ALL_COMPLETED_NV
		swigIntConstant( GL_ALL_COMPLETED_NV, "GL_ALL_COMPLETED_NV" );
	#endif
	#ifdef GL_FENCE_STATUS_NV
		swigIntConstant( GL_FENCE_STATUS_NV, "GL_FENCE_STATUS_NV" );
	#endif
	#ifdef GL_FENCE_CONDITION_NV
		swigIntConstant( GL_FENCE_CONDITION_NV, "GL_FENCE_CONDITION_NV" );
	#endif
	#ifdef GL_NV_fill_rectangle
		swigIntConstant( GL_NV_fill_rectangle, "GL_NV_fill_rectangle" );
	#endif
	#ifdef GL_FILL_RECTANGLE_NV
		swigIntConstant( GL_FILL_RECTANGLE_NV, "GL_FILL_RECTANGLE_NV" );
	#endif
	#ifdef GL_NV_fragment_coverage_to_color
		swigIntConstant( GL_NV_fragment_coverage_to_color, "GL_NV_fragment_coverage_to_color" );
	#endif
	#ifdef GL_FRAGMENT_COVERAGE_TO_COLOR_NV
		swigIntConstant( GL_FRAGMENT_COVERAGE_TO_COLOR_NV, "GL_FRAGMENT_COVERAGE_TO_COLOR_NV" );
	#endif
	#ifdef GL_FRAGMENT_COVERAGE_COLOR_NV
		swigIntConstant( GL_FRAGMENT_COVERAGE_COLOR_NV, "GL_FRAGMENT_COVERAGE_COLOR_NV" );
	#endif
	#ifdef GL_NV_fragment_shader_barycentric
		swigIntConstant( GL_NV_fragment_shader_barycentric, "GL_NV_fragment_shader_barycentric" );
	#endif
	#ifdef GL_NV_fragment_shader_interlock
		swigIntConstant( GL_NV_fragment_shader_interlock, "GL_NV_fragment_shader_interlock" );
	#endif
	#ifdef GL_NV_framebuffer_blit
		swigIntConstant( GL_NV_framebuffer_blit, "GL_NV_framebuffer_blit" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_NV
		swigIntConstant( GL_READ_FRAMEBUFFER_NV, "GL_READ_FRAMEBUFFER_NV" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_NV
		swigIntConstant( GL_DRAW_FRAMEBUFFER_NV, "GL_DRAW_FRAMEBUFFER_NV" );
	#endif
	#ifdef GL_DRAW_FRAMEBUFFER_BINDING_NV
		swigIntConstant( GL_DRAW_FRAMEBUFFER_BINDING_NV, "GL_DRAW_FRAMEBUFFER_BINDING_NV" );
	#endif
	#ifdef GL_READ_FRAMEBUFFER_BINDING_NV
		swigIntConstant( GL_READ_FRAMEBUFFER_BINDING_NV, "GL_READ_FRAMEBUFFER_BINDING_NV" );
	#endif
	#ifdef GL_NV_framebuffer_mixed_samples
		swigIntConstant( GL_NV_framebuffer_mixed_samples, "GL_NV_framebuffer_mixed_samples" );
	#endif
	#ifdef GL_COVERAGE_MODULATION_TABLE_NV
		swigIntConstant( GL_COVERAGE_MODULATION_TABLE_NV, "GL_COVERAGE_MODULATION_TABLE_NV" );
	#endif
	#ifdef GL_COLOR_SAMPLES_NV
		swigIntConstant( GL_COLOR_SAMPLES_NV, "GL_COLOR_SAMPLES_NV" );
	#endif
	#ifdef GL_DEPTH_SAMPLES_NV
		swigIntConstant( GL_DEPTH_SAMPLES_NV, "GL_DEPTH_SAMPLES_NV" );
	#endif
	#ifdef GL_STENCIL_SAMPLES_NV
		swigIntConstant( GL_STENCIL_SAMPLES_NV, "GL_STENCIL_SAMPLES_NV" );
	#endif
	#ifdef GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV
		swigIntConstant( GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV, "GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV" );
	#endif
	#ifdef GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV
		swigIntConstant( GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV, "GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV" );
	#endif
	#ifdef GL_COVERAGE_MODULATION_NV
		swigIntConstant( GL_COVERAGE_MODULATION_NV, "GL_COVERAGE_MODULATION_NV" );
	#endif
	#ifdef GL_COVERAGE_MODULATION_TABLE_SIZE_NV
		swigIntConstant( GL_COVERAGE_MODULATION_TABLE_SIZE_NV, "GL_COVERAGE_MODULATION_TABLE_SIZE_NV" );
	#endif
	#ifdef GL_NV_framebuffer_multisample
		swigIntConstant( GL_NV_framebuffer_multisample, "GL_NV_framebuffer_multisample" );
	#endif
	#ifdef GL_RENDERBUFFER_SAMPLES_NV
		swigIntConstant( GL_RENDERBUFFER_SAMPLES_NV, "GL_RENDERBUFFER_SAMPLES_NV" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV, "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV" );
	#endif
	#ifdef GL_MAX_SAMPLES_NV
		swigIntConstant( GL_MAX_SAMPLES_NV, "GL_MAX_SAMPLES_NV" );
	#endif
	#ifdef GL_NV_generate_mipmap_sRGB
		swigIntConstant( GL_NV_generate_mipmap_sRGB, "GL_NV_generate_mipmap_sRGB" );
	#endif
	#ifdef GL_NV_geometry_shader_passthrough
		swigIntConstant( GL_NV_geometry_shader_passthrough, "GL_NV_geometry_shader_passthrough" );
	#endif
	#ifdef GL_NV_gpu_shader5
		swigIntConstant( GL_NV_gpu_shader5, "GL_NV_gpu_shader5" );
	#endif
	#ifdef GL_INT64_NV
		swigIntConstant( GL_INT64_NV, "GL_INT64_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT64_NV
		swigIntConstant( GL_UNSIGNED_INT64_NV, "GL_UNSIGNED_INT64_NV" );
	#endif
	#ifdef GL_INT8_NV
		swigIntConstant( GL_INT8_NV, "GL_INT8_NV" );
	#endif
	#ifdef GL_INT8_VEC2_NV
		swigIntConstant( GL_INT8_VEC2_NV, "GL_INT8_VEC2_NV" );
	#endif
	#ifdef GL_INT8_VEC3_NV
		swigIntConstant( GL_INT8_VEC3_NV, "GL_INT8_VEC3_NV" );
	#endif
	#ifdef GL_INT8_VEC4_NV
		swigIntConstant( GL_INT8_VEC4_NV, "GL_INT8_VEC4_NV" );
	#endif
	#ifdef GL_INT16_NV
		swigIntConstant( GL_INT16_NV, "GL_INT16_NV" );
	#endif
	#ifdef GL_INT16_VEC2_NV
		swigIntConstant( GL_INT16_VEC2_NV, "GL_INT16_VEC2_NV" );
	#endif
	#ifdef GL_INT16_VEC3_NV
		swigIntConstant( GL_INT16_VEC3_NV, "GL_INT16_VEC3_NV" );
	#endif
	#ifdef GL_INT16_VEC4_NV
		swigIntConstant( GL_INT16_VEC4_NV, "GL_INT16_VEC4_NV" );
	#endif
	#ifdef GL_INT64_VEC2_NV
		swigIntConstant( GL_INT64_VEC2_NV, "GL_INT64_VEC2_NV" );
	#endif
	#ifdef GL_INT64_VEC3_NV
		swigIntConstant( GL_INT64_VEC3_NV, "GL_INT64_VEC3_NV" );
	#endif
	#ifdef GL_INT64_VEC4_NV
		swigIntConstant( GL_INT64_VEC4_NV, "GL_INT64_VEC4_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT8_NV
		swigIntConstant( GL_UNSIGNED_INT8_NV, "GL_UNSIGNED_INT8_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT8_VEC2_NV
		swigIntConstant( GL_UNSIGNED_INT8_VEC2_NV, "GL_UNSIGNED_INT8_VEC2_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT8_VEC3_NV
		swigIntConstant( GL_UNSIGNED_INT8_VEC3_NV, "GL_UNSIGNED_INT8_VEC3_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT8_VEC4_NV
		swigIntConstant( GL_UNSIGNED_INT8_VEC4_NV, "GL_UNSIGNED_INT8_VEC4_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT16_NV
		swigIntConstant( GL_UNSIGNED_INT16_NV, "GL_UNSIGNED_INT16_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT16_VEC2_NV
		swigIntConstant( GL_UNSIGNED_INT16_VEC2_NV, "GL_UNSIGNED_INT16_VEC2_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT16_VEC3_NV
		swigIntConstant( GL_UNSIGNED_INT16_VEC3_NV, "GL_UNSIGNED_INT16_VEC3_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT16_VEC4_NV
		swigIntConstant( GL_UNSIGNED_INT16_VEC4_NV, "GL_UNSIGNED_INT16_VEC4_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT64_VEC2_NV
		swigIntConstant( GL_UNSIGNED_INT64_VEC2_NV, "GL_UNSIGNED_INT64_VEC2_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT64_VEC3_NV
		swigIntConstant( GL_UNSIGNED_INT64_VEC3_NV, "GL_UNSIGNED_INT64_VEC3_NV" );
	#endif
	#ifdef GL_UNSIGNED_INT64_VEC4_NV
		swigIntConstant( GL_UNSIGNED_INT64_VEC4_NV, "GL_UNSIGNED_INT64_VEC4_NV" );
	#endif
	#ifdef GL_FLOAT16_NV
		swigIntConstant( GL_FLOAT16_NV, "GL_FLOAT16_NV" );
	#endif
	#ifdef GL_FLOAT16_VEC2_NV
		swigIntConstant( GL_FLOAT16_VEC2_NV, "GL_FLOAT16_VEC2_NV" );
	#endif
	#ifdef GL_FLOAT16_VEC3_NV
		swigIntConstant( GL_FLOAT16_VEC3_NV, "GL_FLOAT16_VEC3_NV" );
	#endif
	#ifdef GL_FLOAT16_VEC4_NV
		swigIntConstant( GL_FLOAT16_VEC4_NV, "GL_FLOAT16_VEC4_NV" );
	#endif
	#ifdef GL_PATCHES
		swigIntConstant( GL_PATCHES, "GL_PATCHES" );
	#endif
	#ifdef GL_NV_image_formats
		swigIntConstant( GL_NV_image_formats, "GL_NV_image_formats" );
	#endif
	#ifdef GL_NV_instanced_arrays
		swigIntConstant( GL_NV_instanced_arrays, "GL_NV_instanced_arrays" );
	#endif
	#ifdef GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV
		swigIntConstant( GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV, "GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV" );
	#endif
	#ifdef GL_NV_internalformat_sample_query
		swigIntConstant( GL_NV_internalformat_sample_query, "GL_NV_internalformat_sample_query" );
	#endif
	#ifdef GL_TEXTURE_2D_MULTISAMPLE
		swigIntConstant( GL_TEXTURE_2D_MULTISAMPLE, "GL_TEXTURE_2D_MULTISAMPLE" );
	#endif
	#ifdef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
		swigIntConstant( GL_TEXTURE_2D_MULTISAMPLE_ARRAY, "GL_TEXTURE_2D_MULTISAMPLE_ARRAY" );
	#endif
	#ifdef GL_MULTISAMPLES_NV
		swigIntConstant( GL_MULTISAMPLES_NV, "GL_MULTISAMPLES_NV" );
	#endif
	#ifdef GL_SUPERSAMPLE_SCALE_X_NV
		swigIntConstant( GL_SUPERSAMPLE_SCALE_X_NV, "GL_SUPERSAMPLE_SCALE_X_NV" );
	#endif
	#ifdef GL_SUPERSAMPLE_SCALE_Y_NV
		swigIntConstant( GL_SUPERSAMPLE_SCALE_Y_NV, "GL_SUPERSAMPLE_SCALE_Y_NV" );
	#endif
	#ifdef GL_CONFORMANT_NV
		swigIntConstant( GL_CONFORMANT_NV, "GL_CONFORMANT_NV" );
	#endif
	#ifdef GL_NV_memory_attachment
		swigIntConstant( GL_NV_memory_attachment, "GL_NV_memory_attachment" );
	#endif
	#ifdef GL_ATTACHED_MEMORY_OBJECT_NV
		swigIntConstant( GL_ATTACHED_MEMORY_OBJECT_NV, "GL_ATTACHED_MEMORY_OBJECT_NV" );
	#endif
	#ifdef GL_ATTACHED_MEMORY_OFFSET_NV
		swigIntConstant( GL_ATTACHED_MEMORY_OFFSET_NV, "GL_ATTACHED_MEMORY_OFFSET_NV" );
	#endif
	#ifdef GL_MEMORY_ATTACHABLE_ALIGNMENT_NV
		swigIntConstant( GL_MEMORY_ATTACHABLE_ALIGNMENT_NV, "GL_MEMORY_ATTACHABLE_ALIGNMENT_NV" );
	#endif
	#ifdef GL_MEMORY_ATTACHABLE_SIZE_NV
		swigIntConstant( GL_MEMORY_ATTACHABLE_SIZE_NV, "GL_MEMORY_ATTACHABLE_SIZE_NV" );
	#endif
	#ifdef GL_MEMORY_ATTACHABLE_NV
		swigIntConstant( GL_MEMORY_ATTACHABLE_NV, "GL_MEMORY_ATTACHABLE_NV" );
	#endif
	#ifdef GL_DETACHED_MEMORY_INCARNATION_NV
		swigIntConstant( GL_DETACHED_MEMORY_INCARNATION_NV, "GL_DETACHED_MEMORY_INCARNATION_NV" );
	#endif
	#ifdef GL_DETACHED_TEXTURES_NV
		swigIntConstant( GL_DETACHED_TEXTURES_NV, "GL_DETACHED_TEXTURES_NV" );
	#endif
	#ifdef GL_DETACHED_BUFFERS_NV
		swigIntConstant( GL_DETACHED_BUFFERS_NV, "GL_DETACHED_BUFFERS_NV" );
	#endif
	#ifdef GL_MAX_DETACHED_TEXTURES_NV
		swigIntConstant( GL_MAX_DETACHED_TEXTURES_NV, "GL_MAX_DETACHED_TEXTURES_NV" );
	#endif
	#ifdef GL_MAX_DETACHED_BUFFERS_NV
		swigIntConstant( GL_MAX_DETACHED_BUFFERS_NV, "GL_MAX_DETACHED_BUFFERS_NV" );
	#endif
	#ifdef GL_NV_memory_object_sparse
		swigIntConstant( GL_NV_memory_object_sparse, "GL_NV_memory_object_sparse" );
	#endif
	#ifdef GL_NV_mesh_shader
		swigIntConstant( GL_NV_mesh_shader, "GL_NV_mesh_shader" );
	#endif
	#ifdef GL_MESH_SHADER_NV
		swigIntConstant( GL_MESH_SHADER_NV, "GL_MESH_SHADER_NV" );
	#endif
	#ifdef GL_TASK_SHADER_NV
		swigIntConstant( GL_TASK_SHADER_NV, "GL_TASK_SHADER_NV" );
	#endif
	#ifdef GL_MAX_MESH_UNIFORM_BLOCKS_NV
		swigIntConstant( GL_MAX_MESH_UNIFORM_BLOCKS_NV, "GL_MAX_MESH_UNIFORM_BLOCKS_NV" );
	#endif
	#ifdef GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV
		swigIntConstant( GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV, "GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV" );
	#endif
	#ifdef GL_MAX_MESH_IMAGE_UNIFORMS_NV
		swigIntConstant( GL_MAX_MESH_IMAGE_UNIFORMS_NV, "GL_MAX_MESH_IMAGE_UNIFORMS_NV" );
	#endif
	#ifdef GL_MAX_MESH_UNIFORM_COMPONENTS_NV
		swigIntConstant( GL_MAX_MESH_UNIFORM_COMPONENTS_NV, "GL_MAX_MESH_UNIFORM_COMPONENTS_NV" );
	#endif
	#ifdef GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV
		swigIntConstant( GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV, "GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV" );
	#endif
	#ifdef GL_MAX_MESH_ATOMIC_COUNTERS_NV
		swigIntConstant( GL_MAX_MESH_ATOMIC_COUNTERS_NV, "GL_MAX_MESH_ATOMIC_COUNTERS_NV" );
	#endif
	#ifdef GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV
		swigIntConstant( GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV, "GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV" );
	#endif
	#ifdef GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV
		swigIntConstant( GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV, "GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV" );
	#endif
	#ifdef GL_MAX_TASK_UNIFORM_BLOCKS_NV
		swigIntConstant( GL_MAX_TASK_UNIFORM_BLOCKS_NV, "GL_MAX_TASK_UNIFORM_BLOCKS_NV" );
	#endif
	#ifdef GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV
		swigIntConstant( GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV, "GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV" );
	#endif
	#ifdef GL_MAX_TASK_IMAGE_UNIFORMS_NV
		swigIntConstant( GL_MAX_TASK_IMAGE_UNIFORMS_NV, "GL_MAX_TASK_IMAGE_UNIFORMS_NV" );
	#endif
	#ifdef GL_MAX_TASK_UNIFORM_COMPONENTS_NV
		swigIntConstant( GL_MAX_TASK_UNIFORM_COMPONENTS_NV, "GL_MAX_TASK_UNIFORM_COMPONENTS_NV" );
	#endif
	#ifdef GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV
		swigIntConstant( GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV, "GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV" );
	#endif
	#ifdef GL_MAX_TASK_ATOMIC_COUNTERS_NV
		swigIntConstant( GL_MAX_TASK_ATOMIC_COUNTERS_NV, "GL_MAX_TASK_ATOMIC_COUNTERS_NV" );
	#endif
	#ifdef GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV
		swigIntConstant( GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV, "GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV" );
	#endif
	#ifdef GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV
		swigIntConstant( GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV, "GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV" );
	#endif
	#ifdef GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV
		swigIntConstant( GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV, "GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV" );
	#endif
	#ifdef GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV
		swigIntConstant( GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV, "GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV" );
	#endif
	#ifdef GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV
		swigIntConstant( GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV, "GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV" );
	#endif
	#ifdef GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV
		swigIntConstant( GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV, "GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV" );
	#endif
	#ifdef GL_MAX_MESH_OUTPUT_VERTICES_NV
		swigIntConstant( GL_MAX_MESH_OUTPUT_VERTICES_NV, "GL_MAX_MESH_OUTPUT_VERTICES_NV" );
	#endif
	#ifdef GL_MAX_MESH_OUTPUT_PRIMITIVES_NV
		swigIntConstant( GL_MAX_MESH_OUTPUT_PRIMITIVES_NV, "GL_MAX_MESH_OUTPUT_PRIMITIVES_NV" );
	#endif
	#ifdef GL_MAX_TASK_OUTPUT_COUNT_NV
		swigIntConstant( GL_MAX_TASK_OUTPUT_COUNT_NV, "GL_MAX_TASK_OUTPUT_COUNT_NV" );
	#endif
	#ifdef GL_MAX_DRAW_MESH_TASKS_COUNT_NV
		swigIntConstant( GL_MAX_DRAW_MESH_TASKS_COUNT_NV, "GL_MAX_DRAW_MESH_TASKS_COUNT_NV" );
	#endif
	#ifdef GL_MAX_MESH_VIEWS_NV
		swigIntConstant( GL_MAX_MESH_VIEWS_NV, "GL_MAX_MESH_VIEWS_NV" );
	#endif
	#ifdef GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV
		swigIntConstant( GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV, "GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV" );
	#endif
	#ifdef GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV
		swigIntConstant( GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV, "GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV" );
	#endif
	#ifdef GL_MAX_MESH_WORK_GROUP_SIZE_NV
		swigIntConstant( GL_MAX_MESH_WORK_GROUP_SIZE_NV, "GL_MAX_MESH_WORK_GROUP_SIZE_NV" );
	#endif
	#ifdef GL_MAX_TASK_WORK_GROUP_SIZE_NV
		swigIntConstant( GL_MAX_TASK_WORK_GROUP_SIZE_NV, "GL_MAX_TASK_WORK_GROUP_SIZE_NV" );
	#endif
	#ifdef GL_MESH_WORK_GROUP_SIZE_NV
		swigIntConstant( GL_MESH_WORK_GROUP_SIZE_NV, "GL_MESH_WORK_GROUP_SIZE_NV" );
	#endif
	#ifdef GL_TASK_WORK_GROUP_SIZE_NV
		swigIntConstant( GL_TASK_WORK_GROUP_SIZE_NV, "GL_TASK_WORK_GROUP_SIZE_NV" );
	#endif
	#ifdef GL_MESH_VERTICES_OUT_NV
		swigIntConstant( GL_MESH_VERTICES_OUT_NV, "GL_MESH_VERTICES_OUT_NV" );
	#endif
	#ifdef GL_MESH_PRIMITIVES_OUT_NV
		swigIntConstant( GL_MESH_PRIMITIVES_OUT_NV, "GL_MESH_PRIMITIVES_OUT_NV" );
	#endif
	#ifdef GL_MESH_OUTPUT_TYPE_NV
		swigIntConstant( GL_MESH_OUTPUT_TYPE_NV, "GL_MESH_OUTPUT_TYPE_NV" );
	#endif
	#ifdef GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV
		swigIntConstant( GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV, "GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV" );
	#endif
	#ifdef GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV
		swigIntConstant( GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV, "GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV" );
	#endif
	#ifdef GL_REFERENCED_BY_MESH_SHADER_NV
		swigIntConstant( GL_REFERENCED_BY_MESH_SHADER_NV, "GL_REFERENCED_BY_MESH_SHADER_NV" );
	#endif
	#ifdef GL_REFERENCED_BY_TASK_SHADER_NV
		swigIntConstant( GL_REFERENCED_BY_TASK_SHADER_NV, "GL_REFERENCED_BY_TASK_SHADER_NV" );
	#endif
	#ifdef GL_MESH_SHADER_BIT_NV
		swigIntConstant( GL_MESH_SHADER_BIT_NV, "GL_MESH_SHADER_BIT_NV" );
	#endif
	#ifdef GL_TASK_SHADER_BIT_NV
		swigIntConstant( GL_TASK_SHADER_BIT_NV, "GL_TASK_SHADER_BIT_NV" );
	#endif
	#ifdef GL_MESH_SUBROUTINE_NV
		swigIntConstant( GL_MESH_SUBROUTINE_NV, "GL_MESH_SUBROUTINE_NV" );
	#endif
	#ifdef GL_TASK_SUBROUTINE_NV
		swigIntConstant( GL_TASK_SUBROUTINE_NV, "GL_TASK_SUBROUTINE_NV" );
	#endif
	#ifdef GL_MESH_SUBROUTINE_UNIFORM_NV
		swigIntConstant( GL_MESH_SUBROUTINE_UNIFORM_NV, "GL_MESH_SUBROUTINE_UNIFORM_NV" );
	#endif
	#ifdef GL_TASK_SUBROUTINE_UNIFORM_NV
		swigIntConstant( GL_TASK_SUBROUTINE_UNIFORM_NV, "GL_TASK_SUBROUTINE_UNIFORM_NV" );
	#endif
	#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV
		swigIntConstant( GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV, "GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV" );
	#endif
	#ifdef GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV
		swigIntConstant( GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV, "GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV" );
	#endif
	#ifdef GL_NV_non_square_matrices
		swigIntConstant( GL_NV_non_square_matrices, "GL_NV_non_square_matrices" );
	#endif
	#ifdef GL_FLOAT_MAT2x3_NV
		swigIntConstant( GL_FLOAT_MAT2x3_NV, "GL_FLOAT_MAT2x3_NV" );
	#endif
	#ifdef GL_FLOAT_MAT2x4_NV
		swigIntConstant( GL_FLOAT_MAT2x4_NV, "GL_FLOAT_MAT2x4_NV" );
	#endif
	#ifdef GL_FLOAT_MAT3x2_NV
		swigIntConstant( GL_FLOAT_MAT3x2_NV, "GL_FLOAT_MAT3x2_NV" );
	#endif
	#ifdef GL_FLOAT_MAT3x4_NV
		swigIntConstant( GL_FLOAT_MAT3x4_NV, "GL_FLOAT_MAT3x4_NV" );
	#endif
	#ifdef GL_FLOAT_MAT4x2_NV
		swigIntConstant( GL_FLOAT_MAT4x2_NV, "GL_FLOAT_MAT4x2_NV" );
	#endif
	#ifdef GL_FLOAT_MAT4x3_NV
		swigIntConstant( GL_FLOAT_MAT4x3_NV, "GL_FLOAT_MAT4x3_NV" );
	#endif
	#ifdef GL_NV_pack_subimage
		swigIntConstant( GL_NV_pack_subimage, "GL_NV_pack_subimage" );
	#endif
	#ifdef GL_PACK_ROW_LENGTH_NV
		swigIntConstant( GL_PACK_ROW_LENGTH_NV, "GL_PACK_ROW_LENGTH_NV" );
	#endif
	#ifdef GL_PACK_SKIP_ROWS_NV
		swigIntConstant( GL_PACK_SKIP_ROWS_NV, "GL_PACK_SKIP_ROWS_NV" );
	#endif
	#ifdef GL_PACK_SKIP_PIXELS_NV
		swigIntConstant( GL_PACK_SKIP_PIXELS_NV, "GL_PACK_SKIP_PIXELS_NV" );
	#endif
	#ifdef GL_NV_path_rendering
		swigIntConstant( GL_NV_path_rendering, "GL_NV_path_rendering" );
	#endif
	#ifdef GL_PATH_FORMAT_SVG_NV
		swigIntConstant( GL_PATH_FORMAT_SVG_NV, "GL_PATH_FORMAT_SVG_NV" );
	#endif
	#ifdef GL_PATH_FORMAT_PS_NV
		swigIntConstant( GL_PATH_FORMAT_PS_NV, "GL_PATH_FORMAT_PS_NV" );
	#endif
	#ifdef GL_STANDARD_FONT_NAME_NV
		swigIntConstant( GL_STANDARD_FONT_NAME_NV, "GL_STANDARD_FONT_NAME_NV" );
	#endif
	#ifdef GL_SYSTEM_FONT_NAME_NV
		swigIntConstant( GL_SYSTEM_FONT_NAME_NV, "GL_SYSTEM_FONT_NAME_NV" );
	#endif
	#ifdef GL_FILE_NAME_NV
		swigIntConstant( GL_FILE_NAME_NV, "GL_FILE_NAME_NV" );
	#endif
	#ifdef GL_PATH_STROKE_WIDTH_NV
		swigIntConstant( GL_PATH_STROKE_WIDTH_NV, "GL_PATH_STROKE_WIDTH_NV" );
	#endif
	#ifdef GL_PATH_END_CAPS_NV
		swigIntConstant( GL_PATH_END_CAPS_NV, "GL_PATH_END_CAPS_NV" );
	#endif
	#ifdef GL_PATH_INITIAL_END_CAP_NV
		swigIntConstant( GL_PATH_INITIAL_END_CAP_NV, "GL_PATH_INITIAL_END_CAP_NV" );
	#endif
	#ifdef GL_PATH_TERMINAL_END_CAP_NV
		swigIntConstant( GL_PATH_TERMINAL_END_CAP_NV, "GL_PATH_TERMINAL_END_CAP_NV" );
	#endif
	#ifdef GL_PATH_JOIN_STYLE_NV
		swigIntConstant( GL_PATH_JOIN_STYLE_NV, "GL_PATH_JOIN_STYLE_NV" );
	#endif
	#ifdef GL_PATH_MITER_LIMIT_NV
		swigIntConstant( GL_PATH_MITER_LIMIT_NV, "GL_PATH_MITER_LIMIT_NV" );
	#endif
	#ifdef GL_PATH_DASH_CAPS_NV
		swigIntConstant( GL_PATH_DASH_CAPS_NV, "GL_PATH_DASH_CAPS_NV" );
	#endif
	#ifdef GL_PATH_INITIAL_DASH_CAP_NV
		swigIntConstant( GL_PATH_INITIAL_DASH_CAP_NV, "GL_PATH_INITIAL_DASH_CAP_NV" );
	#endif
	#ifdef GL_PATH_TERMINAL_DASH_CAP_NV
		swigIntConstant( GL_PATH_TERMINAL_DASH_CAP_NV, "GL_PATH_TERMINAL_DASH_CAP_NV" );
	#endif
	#ifdef GL_PATH_DASH_OFFSET_NV
		swigIntConstant( GL_PATH_DASH_OFFSET_NV, "GL_PATH_DASH_OFFSET_NV" );
	#endif
	#ifdef GL_PATH_CLIENT_LENGTH_NV
		swigIntConstant( GL_PATH_CLIENT_LENGTH_NV, "GL_PATH_CLIENT_LENGTH_NV" );
	#endif
	#ifdef GL_PATH_FILL_MODE_NV
		swigIntConstant( GL_PATH_FILL_MODE_NV, "GL_PATH_FILL_MODE_NV" );
	#endif
	#ifdef GL_PATH_FILL_MASK_NV
		swigIntConstant( GL_PATH_FILL_MASK_NV, "GL_PATH_FILL_MASK_NV" );
	#endif
	#ifdef GL_PATH_FILL_COVER_MODE_NV
		swigIntConstant( GL_PATH_FILL_COVER_MODE_NV, "GL_PATH_FILL_COVER_MODE_NV" );
	#endif
	#ifdef GL_PATH_STROKE_COVER_MODE_NV
		swigIntConstant( GL_PATH_STROKE_COVER_MODE_NV, "GL_PATH_STROKE_COVER_MODE_NV" );
	#endif
	#ifdef GL_PATH_STROKE_MASK_NV
		swigIntConstant( GL_PATH_STROKE_MASK_NV, "GL_PATH_STROKE_MASK_NV" );
	#endif
	#ifdef GL_COUNT_UP_NV
		swigIntConstant( GL_COUNT_UP_NV, "GL_COUNT_UP_NV" );
	#endif
	#ifdef GL_COUNT_DOWN_NV
		swigIntConstant( GL_COUNT_DOWN_NV, "GL_COUNT_DOWN_NV" );
	#endif
	#ifdef GL_PATH_OBJECT_BOUNDING_BOX_NV
		swigIntConstant( GL_PATH_OBJECT_BOUNDING_BOX_NV, "GL_PATH_OBJECT_BOUNDING_BOX_NV" );
	#endif
	#ifdef GL_CONVEX_HULL_NV
		swigIntConstant( GL_CONVEX_HULL_NV, "GL_CONVEX_HULL_NV" );
	#endif
	#ifdef GL_BOUNDING_BOX_NV
		swigIntConstant( GL_BOUNDING_BOX_NV, "GL_BOUNDING_BOX_NV" );
	#endif
	#ifdef GL_TRANSLATE_X_NV
		swigIntConstant( GL_TRANSLATE_X_NV, "GL_TRANSLATE_X_NV" );
	#endif
	#ifdef GL_TRANSLATE_Y_NV
		swigIntConstant( GL_TRANSLATE_Y_NV, "GL_TRANSLATE_Y_NV" );
	#endif
	#ifdef GL_TRANSLATE_2D_NV
		swigIntConstant( GL_TRANSLATE_2D_NV, "GL_TRANSLATE_2D_NV" );
	#endif
	#ifdef GL_TRANSLATE_3D_NV
		swigIntConstant( GL_TRANSLATE_3D_NV, "GL_TRANSLATE_3D_NV" );
	#endif
	#ifdef GL_AFFINE_2D_NV
		swigIntConstant( GL_AFFINE_2D_NV, "GL_AFFINE_2D_NV" );
	#endif
	#ifdef GL_AFFINE_3D_NV
		swigIntConstant( GL_AFFINE_3D_NV, "GL_AFFINE_3D_NV" );
	#endif
	#ifdef GL_TRANSPOSE_AFFINE_2D_NV
		swigIntConstant( GL_TRANSPOSE_AFFINE_2D_NV, "GL_TRANSPOSE_AFFINE_2D_NV" );
	#endif
	#ifdef GL_TRANSPOSE_AFFINE_3D_NV
		swigIntConstant( GL_TRANSPOSE_AFFINE_3D_NV, "GL_TRANSPOSE_AFFINE_3D_NV" );
	#endif
	#ifdef GL_UTF8_NV
		swigIntConstant( GL_UTF8_NV, "GL_UTF8_NV" );
	#endif
	#ifdef GL_UTF16_NV
		swigIntConstant( GL_UTF16_NV, "GL_UTF16_NV" );
	#endif
	#ifdef GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV
		swigIntConstant( GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV, "GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV" );
	#endif
	#ifdef GL_PATH_COMMAND_COUNT_NV
		swigIntConstant( GL_PATH_COMMAND_COUNT_NV, "GL_PATH_COMMAND_COUNT_NV" );
	#endif
	#ifdef GL_PATH_COORD_COUNT_NV
		swigIntConstant( GL_PATH_COORD_COUNT_NV, "GL_PATH_COORD_COUNT_NV" );
	#endif
	#ifdef GL_PATH_DASH_ARRAY_COUNT_NV
		swigIntConstant( GL_PATH_DASH_ARRAY_COUNT_NV, "GL_PATH_DASH_ARRAY_COUNT_NV" );
	#endif
	#ifdef GL_PATH_COMPUTED_LENGTH_NV
		swigIntConstant( GL_PATH_COMPUTED_LENGTH_NV, "GL_PATH_COMPUTED_LENGTH_NV" );
	#endif
	#ifdef GL_PATH_FILL_BOUNDING_BOX_NV
		swigIntConstant( GL_PATH_FILL_BOUNDING_BOX_NV, "GL_PATH_FILL_BOUNDING_BOX_NV" );
	#endif
	#ifdef GL_PATH_STROKE_BOUNDING_BOX_NV
		swigIntConstant( GL_PATH_STROKE_BOUNDING_BOX_NV, "GL_PATH_STROKE_BOUNDING_BOX_NV" );
	#endif
	#ifdef GL_SQUARE_NV
		swigIntConstant( GL_SQUARE_NV, "GL_SQUARE_NV" );
	#endif
	#ifdef GL_ROUND_NV
		swigIntConstant( GL_ROUND_NV, "GL_ROUND_NV" );
	#endif
	#ifdef GL_TRIANGULAR_NV
		swigIntConstant( GL_TRIANGULAR_NV, "GL_TRIANGULAR_NV" );
	#endif
	#ifdef GL_BEVEL_NV
		swigIntConstant( GL_BEVEL_NV, "GL_BEVEL_NV" );
	#endif
	#ifdef GL_MITER_REVERT_NV
		swigIntConstant( GL_MITER_REVERT_NV, "GL_MITER_REVERT_NV" );
	#endif
	#ifdef GL_MITER_TRUNCATE_NV
		swigIntConstant( GL_MITER_TRUNCATE_NV, "GL_MITER_TRUNCATE_NV" );
	#endif
	#ifdef GL_SKIP_MISSING_GLYPH_NV
		swigIntConstant( GL_SKIP_MISSING_GLYPH_NV, "GL_SKIP_MISSING_GLYPH_NV" );
	#endif
	#ifdef GL_USE_MISSING_GLYPH_NV
		swigIntConstant( GL_USE_MISSING_GLYPH_NV, "GL_USE_MISSING_GLYPH_NV" );
	#endif
	#ifdef GL_PATH_ERROR_POSITION_NV
		swigIntConstant( GL_PATH_ERROR_POSITION_NV, "GL_PATH_ERROR_POSITION_NV" );
	#endif
	#ifdef GL_ACCUM_ADJACENT_PAIRS_NV
		swigIntConstant( GL_ACCUM_ADJACENT_PAIRS_NV, "GL_ACCUM_ADJACENT_PAIRS_NV" );
	#endif
	#ifdef GL_ADJACENT_PAIRS_NV
		swigIntConstant( GL_ADJACENT_PAIRS_NV, "GL_ADJACENT_PAIRS_NV" );
	#endif
	#ifdef GL_FIRST_TO_REST_NV
		swigIntConstant( GL_FIRST_TO_REST_NV, "GL_FIRST_TO_REST_NV" );
	#endif
	#ifdef GL_PATH_GEN_MODE_NV
		swigIntConstant( GL_PATH_GEN_MODE_NV, "GL_PATH_GEN_MODE_NV" );
	#endif
	#ifdef GL_PATH_GEN_COEFF_NV
		swigIntConstant( GL_PATH_GEN_COEFF_NV, "GL_PATH_GEN_COEFF_NV" );
	#endif
	#ifdef GL_PATH_GEN_COMPONENTS_NV
		swigIntConstant( GL_PATH_GEN_COMPONENTS_NV, "GL_PATH_GEN_COMPONENTS_NV" );
	#endif
	#ifdef GL_PATH_STENCIL_FUNC_NV
		swigIntConstant( GL_PATH_STENCIL_FUNC_NV, "GL_PATH_STENCIL_FUNC_NV" );
	#endif
	#ifdef GL_PATH_STENCIL_REF_NV
		swigIntConstant( GL_PATH_STENCIL_REF_NV, "GL_PATH_STENCIL_REF_NV" );
	#endif
	#ifdef GL_PATH_STENCIL_VALUE_MASK_NV
		swigIntConstant( GL_PATH_STENCIL_VALUE_MASK_NV, "GL_PATH_STENCIL_VALUE_MASK_NV" );
	#endif
	#ifdef GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV
		swigIntConstant( GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV, "GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV" );
	#endif
	#ifdef GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV
		swigIntConstant( GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV, "GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV" );
	#endif
	#ifdef GL_PATH_COVER_DEPTH_FUNC_NV
		swigIntConstant( GL_PATH_COVER_DEPTH_FUNC_NV, "GL_PATH_COVER_DEPTH_FUNC_NV" );
	#endif
	#ifdef GL_PATH_DASH_OFFSET_RESET_NV
		swigIntConstant( GL_PATH_DASH_OFFSET_RESET_NV, "GL_PATH_DASH_OFFSET_RESET_NV" );
	#endif
	#ifdef GL_MOVE_TO_RESETS_NV
		swigIntConstant( GL_MOVE_TO_RESETS_NV, "GL_MOVE_TO_RESETS_NV" );
	#endif
	#ifdef GL_MOVE_TO_CONTINUES_NV
		swigIntConstant( GL_MOVE_TO_CONTINUES_NV, "GL_MOVE_TO_CONTINUES_NV" );
	#endif
	#ifdef GL_CLOSE_PATH_NV
		swigIntConstant( GL_CLOSE_PATH_NV, "GL_CLOSE_PATH_NV" );
	#endif
	#ifdef GL_MOVE_TO_NV
		swigIntConstant( GL_MOVE_TO_NV, "GL_MOVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_MOVE_TO_NV
		swigIntConstant( GL_RELATIVE_MOVE_TO_NV, "GL_RELATIVE_MOVE_TO_NV" );
	#endif
	#ifdef GL_LINE_TO_NV
		swigIntConstant( GL_LINE_TO_NV, "GL_LINE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_LINE_TO_NV
		swigIntConstant( GL_RELATIVE_LINE_TO_NV, "GL_RELATIVE_LINE_TO_NV" );
	#endif
	#ifdef GL_HORIZONTAL_LINE_TO_NV
		swigIntConstant( GL_HORIZONTAL_LINE_TO_NV, "GL_HORIZONTAL_LINE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_HORIZONTAL_LINE_TO_NV
		swigIntConstant( GL_RELATIVE_HORIZONTAL_LINE_TO_NV, "GL_RELATIVE_HORIZONTAL_LINE_TO_NV" );
	#endif
	#ifdef GL_VERTICAL_LINE_TO_NV
		swigIntConstant( GL_VERTICAL_LINE_TO_NV, "GL_VERTICAL_LINE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_VERTICAL_LINE_TO_NV
		swigIntConstant( GL_RELATIVE_VERTICAL_LINE_TO_NV, "GL_RELATIVE_VERTICAL_LINE_TO_NV" );
	#endif
	#ifdef GL_QUADRATIC_CURVE_TO_NV
		swigIntConstant( GL_QUADRATIC_CURVE_TO_NV, "GL_QUADRATIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_QUADRATIC_CURVE_TO_NV
		swigIntConstant( GL_RELATIVE_QUADRATIC_CURVE_TO_NV, "GL_RELATIVE_QUADRATIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_CUBIC_CURVE_TO_NV, "GL_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_RELATIVE_CUBIC_CURVE_TO_NV, "GL_RELATIVE_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_SMOOTH_QUADRATIC_CURVE_TO_NV
		swigIntConstant( GL_SMOOTH_QUADRATIC_CURVE_TO_NV, "GL_SMOOTH_QUADRATIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV
		swigIntConstant( GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV, "GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_SMOOTH_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_SMOOTH_CUBIC_CURVE_TO_NV, "GL_SMOOTH_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV, "GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_SMALL_CCW_ARC_TO_NV
		swigIntConstant( GL_SMALL_CCW_ARC_TO_NV, "GL_SMALL_CCW_ARC_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_SMALL_CCW_ARC_TO_NV
		swigIntConstant( GL_RELATIVE_SMALL_CCW_ARC_TO_NV, "GL_RELATIVE_SMALL_CCW_ARC_TO_NV" );
	#endif
	#ifdef GL_SMALL_CW_ARC_TO_NV
		swigIntConstant( GL_SMALL_CW_ARC_TO_NV, "GL_SMALL_CW_ARC_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_SMALL_CW_ARC_TO_NV
		swigIntConstant( GL_RELATIVE_SMALL_CW_ARC_TO_NV, "GL_RELATIVE_SMALL_CW_ARC_TO_NV" );
	#endif
	#ifdef GL_LARGE_CCW_ARC_TO_NV
		swigIntConstant( GL_LARGE_CCW_ARC_TO_NV, "GL_LARGE_CCW_ARC_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_LARGE_CCW_ARC_TO_NV
		swigIntConstant( GL_RELATIVE_LARGE_CCW_ARC_TO_NV, "GL_RELATIVE_LARGE_CCW_ARC_TO_NV" );
	#endif
	#ifdef GL_LARGE_CW_ARC_TO_NV
		swigIntConstant( GL_LARGE_CW_ARC_TO_NV, "GL_LARGE_CW_ARC_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_LARGE_CW_ARC_TO_NV
		swigIntConstant( GL_RELATIVE_LARGE_CW_ARC_TO_NV, "GL_RELATIVE_LARGE_CW_ARC_TO_NV" );
	#endif
	#ifdef GL_RESTART_PATH_NV
		swigIntConstant( GL_RESTART_PATH_NV, "GL_RESTART_PATH_NV" );
	#endif
	#ifdef GL_DUP_FIRST_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_DUP_FIRST_CUBIC_CURVE_TO_NV, "GL_DUP_FIRST_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_DUP_LAST_CUBIC_CURVE_TO_NV
		swigIntConstant( GL_DUP_LAST_CUBIC_CURVE_TO_NV, "GL_DUP_LAST_CUBIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RECT_NV
		swigIntConstant( GL_RECT_NV, "GL_RECT_NV" );
	#endif
	#ifdef GL_CIRCULAR_CCW_ARC_TO_NV
		swigIntConstant( GL_CIRCULAR_CCW_ARC_TO_NV, "GL_CIRCULAR_CCW_ARC_TO_NV" );
	#endif
	#ifdef GL_CIRCULAR_CW_ARC_TO_NV
		swigIntConstant( GL_CIRCULAR_CW_ARC_TO_NV, "GL_CIRCULAR_CW_ARC_TO_NV" );
	#endif
	#ifdef GL_CIRCULAR_TANGENT_ARC_TO_NV
		swigIntConstant( GL_CIRCULAR_TANGENT_ARC_TO_NV, "GL_CIRCULAR_TANGENT_ARC_TO_NV" );
	#endif
	#ifdef GL_ARC_TO_NV
		swigIntConstant( GL_ARC_TO_NV, "GL_ARC_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_ARC_TO_NV
		swigIntConstant( GL_RELATIVE_ARC_TO_NV, "GL_RELATIVE_ARC_TO_NV" );
	#endif
	#ifdef GL_BOLD_BIT_NV
		swigIntConstant( GL_BOLD_BIT_NV, "GL_BOLD_BIT_NV" );
	#endif
	#ifdef GL_ITALIC_BIT_NV
		swigIntConstant( GL_ITALIC_BIT_NV, "GL_ITALIC_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_WIDTH_BIT_NV
		swigIntConstant( GL_GLYPH_WIDTH_BIT_NV, "GL_GLYPH_WIDTH_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_HEIGHT_BIT_NV
		swigIntConstant( GL_GLYPH_HEIGHT_BIT_NV, "GL_GLYPH_HEIGHT_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV
		swigIntConstant( GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV, "GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV
		swigIntConstant( GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV, "GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV
		swigIntConstant( GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV, "GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_VERTICAL_BEARING_X_BIT_NV
		swigIntConstant( GL_GLYPH_VERTICAL_BEARING_X_BIT_NV, "GL_GLYPH_VERTICAL_BEARING_X_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV
		swigIntConstant( GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV, "GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV
		swigIntConstant( GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV, "GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV" );
	#endif
	#ifdef GL_GLYPH_HAS_KERNING_BIT_NV
		swigIntConstant( GL_GLYPH_HAS_KERNING_BIT_NV, "GL_GLYPH_HAS_KERNING_BIT_NV" );
	#endif
	#ifdef GL_FONT_X_MIN_BOUNDS_BIT_NV
		swigIntConstant( GL_FONT_X_MIN_BOUNDS_BIT_NV, "GL_FONT_X_MIN_BOUNDS_BIT_NV" );
	#endif
	#ifdef GL_FONT_Y_MIN_BOUNDS_BIT_NV
		swigIntConstant( GL_FONT_Y_MIN_BOUNDS_BIT_NV, "GL_FONT_Y_MIN_BOUNDS_BIT_NV" );
	#endif
	#ifdef GL_FONT_X_MAX_BOUNDS_BIT_NV
		swigIntConstant( GL_FONT_X_MAX_BOUNDS_BIT_NV, "GL_FONT_X_MAX_BOUNDS_BIT_NV" );
	#endif
	#ifdef GL_FONT_Y_MAX_BOUNDS_BIT_NV
		swigIntConstant( GL_FONT_Y_MAX_BOUNDS_BIT_NV, "GL_FONT_Y_MAX_BOUNDS_BIT_NV" );
	#endif
	#ifdef GL_FONT_UNITS_PER_EM_BIT_NV
		swigIntConstant( GL_FONT_UNITS_PER_EM_BIT_NV, "GL_FONT_UNITS_PER_EM_BIT_NV" );
	#endif
	#ifdef GL_FONT_ASCENDER_BIT_NV
		swigIntConstant( GL_FONT_ASCENDER_BIT_NV, "GL_FONT_ASCENDER_BIT_NV" );
	#endif
	#ifdef GL_FONT_DESCENDER_BIT_NV
		swigIntConstant( GL_FONT_DESCENDER_BIT_NV, "GL_FONT_DESCENDER_BIT_NV" );
	#endif
	#ifdef GL_FONT_HEIGHT_BIT_NV
		swigIntConstant( GL_FONT_HEIGHT_BIT_NV, "GL_FONT_HEIGHT_BIT_NV" );
	#endif
	#ifdef GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV
		swigIntConstant( GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV, "GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV" );
	#endif
	#ifdef GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV
		swigIntConstant( GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV, "GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV" );
	#endif
	#ifdef GL_FONT_UNDERLINE_POSITION_BIT_NV
		swigIntConstant( GL_FONT_UNDERLINE_POSITION_BIT_NV, "GL_FONT_UNDERLINE_POSITION_BIT_NV" );
	#endif
	#ifdef GL_FONT_UNDERLINE_THICKNESS_BIT_NV
		swigIntConstant( GL_FONT_UNDERLINE_THICKNESS_BIT_NV, "GL_FONT_UNDERLINE_THICKNESS_BIT_NV" );
	#endif
	#ifdef GL_FONT_HAS_KERNING_BIT_NV
		swigIntConstant( GL_FONT_HAS_KERNING_BIT_NV, "GL_FONT_HAS_KERNING_BIT_NV" );
	#endif
	#ifdef GL_ROUNDED_RECT_NV
		swigIntConstant( GL_ROUNDED_RECT_NV, "GL_ROUNDED_RECT_NV" );
	#endif
	#ifdef GL_RELATIVE_ROUNDED_RECT_NV
		swigIntConstant( GL_RELATIVE_ROUNDED_RECT_NV, "GL_RELATIVE_ROUNDED_RECT_NV" );
	#endif
	#ifdef GL_ROUNDED_RECT2_NV
		swigIntConstant( GL_ROUNDED_RECT2_NV, "GL_ROUNDED_RECT2_NV" );
	#endif
	#ifdef GL_RELATIVE_ROUNDED_RECT2_NV
		swigIntConstant( GL_RELATIVE_ROUNDED_RECT2_NV, "GL_RELATIVE_ROUNDED_RECT2_NV" );
	#endif
	#ifdef GL_ROUNDED_RECT4_NV
		swigIntConstant( GL_ROUNDED_RECT4_NV, "GL_ROUNDED_RECT4_NV" );
	#endif
	#ifdef GL_RELATIVE_ROUNDED_RECT4_NV
		swigIntConstant( GL_RELATIVE_ROUNDED_RECT4_NV, "GL_RELATIVE_ROUNDED_RECT4_NV" );
	#endif
	#ifdef GL_ROUNDED_RECT8_NV
		swigIntConstant( GL_ROUNDED_RECT8_NV, "GL_ROUNDED_RECT8_NV" );
	#endif
	#ifdef GL_RELATIVE_ROUNDED_RECT8_NV
		swigIntConstant( GL_RELATIVE_ROUNDED_RECT8_NV, "GL_RELATIVE_ROUNDED_RECT8_NV" );
	#endif
	#ifdef GL_RELATIVE_RECT_NV
		swigIntConstant( GL_RELATIVE_RECT_NV, "GL_RELATIVE_RECT_NV" );
	#endif
	#ifdef GL_FONT_GLYPHS_AVAILABLE_NV
		swigIntConstant( GL_FONT_GLYPHS_AVAILABLE_NV, "GL_FONT_GLYPHS_AVAILABLE_NV" );
	#endif
	#ifdef GL_FONT_TARGET_UNAVAILABLE_NV
		swigIntConstant( GL_FONT_TARGET_UNAVAILABLE_NV, "GL_FONT_TARGET_UNAVAILABLE_NV" );
	#endif
	#ifdef GL_FONT_UNAVAILABLE_NV
		swigIntConstant( GL_FONT_UNAVAILABLE_NV, "GL_FONT_UNAVAILABLE_NV" );
	#endif
	#ifdef GL_FONT_UNINTELLIGIBLE_NV
		swigIntConstant( GL_FONT_UNINTELLIGIBLE_NV, "GL_FONT_UNINTELLIGIBLE_NV" );
	#endif
	#ifdef GL_CONIC_CURVE_TO_NV
		swigIntConstant( GL_CONIC_CURVE_TO_NV, "GL_CONIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_RELATIVE_CONIC_CURVE_TO_NV
		swigIntConstant( GL_RELATIVE_CONIC_CURVE_TO_NV, "GL_RELATIVE_CONIC_CURVE_TO_NV" );
	#endif
	#ifdef GL_FONT_NUM_GLYPH_INDICES_BIT_NV
		swigIntConstant( GL_FONT_NUM_GLYPH_INDICES_BIT_NV, "GL_FONT_NUM_GLYPH_INDICES_BIT_NV" );
	#endif
	#ifdef GL_STANDARD_FONT_FORMAT_NV
		swigIntConstant( GL_STANDARD_FONT_FORMAT_NV, "GL_STANDARD_FONT_FORMAT_NV" );
	#endif
	#ifdef GL_PATH_PROJECTION_NV
		swigIntConstant( GL_PATH_PROJECTION_NV, "GL_PATH_PROJECTION_NV" );
	#endif
	#ifdef GL_PATH_MODELVIEW_NV
		swigIntConstant( GL_PATH_MODELVIEW_NV, "GL_PATH_MODELVIEW_NV" );
	#endif
	#ifdef GL_PATH_MODELVIEW_STACK_DEPTH_NV
		swigIntConstant( GL_PATH_MODELVIEW_STACK_DEPTH_NV, "GL_PATH_MODELVIEW_STACK_DEPTH_NV" );
	#endif
	#ifdef GL_PATH_MODELVIEW_MATRIX_NV
		swigIntConstant( GL_PATH_MODELVIEW_MATRIX_NV, "GL_PATH_MODELVIEW_MATRIX_NV" );
	#endif
	#ifdef GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV
		swigIntConstant( GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV, "GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV" );
	#endif
	#ifdef GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV
		swigIntConstant( GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV, "GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV" );
	#endif
	#ifdef GL_PATH_PROJECTION_STACK_DEPTH_NV
		swigIntConstant( GL_PATH_PROJECTION_STACK_DEPTH_NV, "GL_PATH_PROJECTION_STACK_DEPTH_NV" );
	#endif
	#ifdef GL_PATH_PROJECTION_MATRIX_NV
		swigIntConstant( GL_PATH_PROJECTION_MATRIX_NV, "GL_PATH_PROJECTION_MATRIX_NV" );
	#endif
	#ifdef GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV
		swigIntConstant( GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV, "GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV" );
	#endif
	#ifdef GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV
		swigIntConstant( GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV, "GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV" );
	#endif
	#ifdef GL_FRAGMENT_INPUT_NV
		swigIntConstant( GL_FRAGMENT_INPUT_NV, "GL_FRAGMENT_INPUT_NV" );
	#endif
	#ifdef GL_NV_path_rendering_shared_edge
		swigIntConstant( GL_NV_path_rendering_shared_edge, "GL_NV_path_rendering_shared_edge" );
	#endif
	#ifdef GL_SHARED_EDGE_NV
		swigIntConstant( GL_SHARED_EDGE_NV, "GL_SHARED_EDGE_NV" );
	#endif
	#ifdef GL_NV_pixel_buffer_object
		swigIntConstant( GL_NV_pixel_buffer_object, "GL_NV_pixel_buffer_object" );
	#endif
	#ifdef GL_PIXEL_PACK_BUFFER_NV
		swigIntConstant( GL_PIXEL_PACK_BUFFER_NV, "GL_PIXEL_PACK_BUFFER_NV" );
	#endif
	#ifdef GL_PIXEL_UNPACK_BUFFER_NV
		swigIntConstant( GL_PIXEL_UNPACK_BUFFER_NV, "GL_PIXEL_UNPACK_BUFFER_NV" );
	#endif
	#ifdef GL_PIXEL_PACK_BUFFER_BINDING_NV
		swigIntConstant( GL_PIXEL_PACK_BUFFER_BINDING_NV, "GL_PIXEL_PACK_BUFFER_BINDING_NV" );
	#endif
	#ifdef GL_PIXEL_UNPACK_BUFFER_BINDING_NV
		swigIntConstant( GL_PIXEL_UNPACK_BUFFER_BINDING_NV, "GL_PIXEL_UNPACK_BUFFER_BINDING_NV" );
	#endif
	#ifdef GL_NV_polygon_mode
		swigIntConstant( GL_NV_polygon_mode, "GL_NV_polygon_mode" );
	#endif
	#ifdef GL_POLYGON_MODE_NV
		swigIntConstant( GL_POLYGON_MODE_NV, "GL_POLYGON_MODE_NV" );
	#endif
	#ifdef GL_POLYGON_OFFSET_POINT_NV
		swigIntConstant( GL_POLYGON_OFFSET_POINT_NV, "GL_POLYGON_OFFSET_POINT_NV" );
	#endif
	#ifdef GL_POLYGON_OFFSET_LINE_NV
		swigIntConstant( GL_POLYGON_OFFSET_LINE_NV, "GL_POLYGON_OFFSET_LINE_NV" );
	#endif
	#ifdef GL_POINT_NV
		swigIntConstant( GL_POINT_NV, "GL_POINT_NV" );
	#endif
	#ifdef GL_LINE_NV
		swigIntConstant( GL_LINE_NV, "GL_LINE_NV" );
	#endif
	#ifdef GL_FILL_NV
		swigIntConstant( GL_FILL_NV, "GL_FILL_NV" );
	#endif
	#ifdef GL_NV_primitive_shading_rate
		swigIntConstant( GL_NV_primitive_shading_rate, "GL_NV_primitive_shading_rate" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV, "GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV, "GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV" );
	#endif
	#ifdef GL_NV_read_buffer
		swigIntConstant( GL_NV_read_buffer, "GL_NV_read_buffer" );
	#endif
	#ifdef GL_READ_BUFFER_NV
		swigIntConstant( GL_READ_BUFFER_NV, "GL_READ_BUFFER_NV" );
	#endif
	#ifdef GL_NV_read_buffer_front
		swigIntConstant( GL_NV_read_buffer_front, "GL_NV_read_buffer_front" );
	#endif
	#ifdef GL_NV_read_depth
		swigIntConstant( GL_NV_read_depth, "GL_NV_read_depth" );
	#endif
	#ifdef GL_NV_read_depth_stencil
		swigIntConstant( GL_NV_read_depth_stencil, "GL_NV_read_depth_stencil" );
	#endif
	#ifdef GL_NV_read_stencil
		swigIntConstant( GL_NV_read_stencil, "GL_NV_read_stencil" );
	#endif
	#ifdef GL_NV_representative_fragment_test
		swigIntConstant( GL_NV_representative_fragment_test, "GL_NV_representative_fragment_test" );
	#endif
	#ifdef GL_REPRESENTATIVE_FRAGMENT_TEST_NV
		swigIntConstant( GL_REPRESENTATIVE_FRAGMENT_TEST_NV, "GL_REPRESENTATIVE_FRAGMENT_TEST_NV" );
	#endif
	#ifdef GL_NV_sRGB_formats
		swigIntConstant( GL_NV_sRGB_formats, "GL_NV_sRGB_formats" );
	#endif
	#ifdef GL_SLUMINANCE_NV
		swigIntConstant( GL_SLUMINANCE_NV, "GL_SLUMINANCE_NV" );
	#endif
	#ifdef GL_SLUMINANCE_ALPHA_NV
		swigIntConstant( GL_SLUMINANCE_ALPHA_NV, "GL_SLUMINANCE_ALPHA_NV" );
	#endif
	#ifdef GL_SRGB8_NV
		swigIntConstant( GL_SRGB8_NV, "GL_SRGB8_NV" );
	#endif
	#ifdef GL_SLUMINANCE8_NV
		swigIntConstant( GL_SLUMINANCE8_NV, "GL_SLUMINANCE8_NV" );
	#endif
	#ifdef GL_SLUMINANCE8_ALPHA8_NV
		swigIntConstant( GL_SLUMINANCE8_ALPHA8_NV, "GL_SLUMINANCE8_ALPHA8_NV" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_S3TC_DXT1_NV
		swigIntConstant( GL_COMPRESSED_SRGB_S3TC_DXT1_NV, "GL_COMPRESSED_SRGB_S3TC_DXT1_NV" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV" );
	#endif
	#ifdef GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV
		swigIntConstant( GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV" );
	#endif
	#ifdef GL_ETC1_SRGB8_NV
		swigIntConstant( GL_ETC1_SRGB8_NV, "GL_ETC1_SRGB8_NV" );
	#endif
	#ifdef GL_NV_sample_locations
		swigIntConstant( GL_NV_sample_locations, "GL_NV_sample_locations" );
	#endif
	#ifdef GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV
		swigIntConstant( GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV, "GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV" );
	#endif
	#ifdef GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV
		swigIntConstant( GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV, "GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV" );
	#endif
	#ifdef GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV
		swigIntConstant( GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV, "GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV" );
	#endif
	#ifdef GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV
		swigIntConstant( GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV, "GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV" );
	#endif
	#ifdef GL_SAMPLE_LOCATION_NV
		swigIntConstant( GL_SAMPLE_LOCATION_NV, "GL_SAMPLE_LOCATION_NV" );
	#endif
	#ifdef GL_PROGRAMMABLE_SAMPLE_LOCATION_NV
		swigIntConstant( GL_PROGRAMMABLE_SAMPLE_LOCATION_NV, "GL_PROGRAMMABLE_SAMPLE_LOCATION_NV" );
	#endif
	#ifdef GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV
		swigIntConstant( GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV, "GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV" );
	#endif
	#ifdef GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV
		swigIntConstant( GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV, "GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV" );
	#endif
	#ifdef GL_NV_sample_mask_override_coverage
		swigIntConstant( GL_NV_sample_mask_override_coverage, "GL_NV_sample_mask_override_coverage" );
	#endif
	#ifdef GL_NV_scissor_exclusive
		swigIntConstant( GL_NV_scissor_exclusive, "GL_NV_scissor_exclusive" );
	#endif
	#ifdef GL_SCISSOR_TEST_EXCLUSIVE_NV
		swigIntConstant( GL_SCISSOR_TEST_EXCLUSIVE_NV, "GL_SCISSOR_TEST_EXCLUSIVE_NV" );
	#endif
	#ifdef GL_SCISSOR_BOX_EXCLUSIVE_NV
		swigIntConstant( GL_SCISSOR_BOX_EXCLUSIVE_NV, "GL_SCISSOR_BOX_EXCLUSIVE_NV" );
	#endif
	#ifdef GL_NV_shader_atomic_fp16_vector
		swigIntConstant( GL_NV_shader_atomic_fp16_vector, "GL_NV_shader_atomic_fp16_vector" );
	#endif
	#ifdef GL_NV_shader_noperspective_interpolation
		swigIntConstant( GL_NV_shader_noperspective_interpolation, "GL_NV_shader_noperspective_interpolation" );
	#endif
	#ifdef GL_NV_shader_subgroup_partitioned
		swigIntConstant( GL_NV_shader_subgroup_partitioned, "GL_NV_shader_subgroup_partitioned" );
	#endif
	#ifdef GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV
		swigIntConstant( GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV, "GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV" );
	#endif
	#ifdef GL_NV_shader_texture_footprint
		swigIntConstant( GL_NV_shader_texture_footprint, "GL_NV_shader_texture_footprint" );
	#endif
	#ifdef GL_NV_shading_rate_image
		swigIntConstant( GL_NV_shading_rate_image, "GL_NV_shading_rate_image" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_NV, "GL_SHADING_RATE_IMAGE_NV" );
	#endif
	#ifdef GL_SHADING_RATE_NO_INVOCATIONS_NV
		swigIntConstant( GL_SHADING_RATE_NO_INVOCATIONS_NV, "GL_SHADING_RATE_NO_INVOCATIONS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV, "GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV
		swigIntConstant( GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV, "GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV" );
	#endif
	#ifdef GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV
		swigIntConstant( GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV, "GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV" );
	#endif
	#ifdef GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV
		swigIntConstant( GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV, "GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV" );
	#endif
	#ifdef GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV
		swigIntConstant( GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV, "GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV" );
	#endif
	#ifdef GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV
		swigIntConstant( GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV, "GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_BINDING_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_BINDING_NV, "GL_SHADING_RATE_IMAGE_BINDING_NV" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV, "GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV, "GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV" );
	#endif
	#ifdef GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV
		swigIntConstant( GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV, "GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV" );
	#endif
	#ifdef GL_MAX_COARSE_FRAGMENT_SAMPLES_NV
		swigIntConstant( GL_MAX_COARSE_FRAGMENT_SAMPLES_NV, "GL_MAX_COARSE_FRAGMENT_SAMPLES_NV" );
	#endif
	#ifdef GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV
		swigIntConstant( GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV, "GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV" );
	#endif
	#ifdef GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV
		swigIntConstant( GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV, "GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV" );
	#endif
	#ifdef GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV
		swigIntConstant( GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV, "GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV" );
	#endif
	#ifdef GL_NV_shadow_samplers_array
		swigIntConstant( GL_NV_shadow_samplers_array, "GL_NV_shadow_samplers_array" );
	#endif
	#ifdef GL_SAMPLER_2D_ARRAY_SHADOW_NV
		swigIntConstant( GL_SAMPLER_2D_ARRAY_SHADOW_NV, "GL_SAMPLER_2D_ARRAY_SHADOW_NV" );
	#endif
	#ifdef GL_NV_shadow_samplers_cube
		swigIntConstant( GL_NV_shadow_samplers_cube, "GL_NV_shadow_samplers_cube" );
	#endif
	#ifdef GL_SAMPLER_CUBE_SHADOW_NV
		swigIntConstant( GL_SAMPLER_CUBE_SHADOW_NV, "GL_SAMPLER_CUBE_SHADOW_NV" );
	#endif
	#ifdef GL_NV_stereo_view_rendering
		swigIntConstant( GL_NV_stereo_view_rendering, "GL_NV_stereo_view_rendering" );
	#endif
	#ifdef GL_NV_texture_border_clamp
		swigIntConstant( GL_NV_texture_border_clamp, "GL_NV_texture_border_clamp" );
	#endif
	#ifdef GL_TEXTURE_BORDER_COLOR_NV
		swigIntConstant( GL_TEXTURE_BORDER_COLOR_NV, "GL_TEXTURE_BORDER_COLOR_NV" );
	#endif
	#ifdef GL_CLAMP_TO_BORDER_NV
		swigIntConstant( GL_CLAMP_TO_BORDER_NV, "GL_CLAMP_TO_BORDER_NV" );
	#endif
	#ifdef GL_NV_texture_compression_s3tc_update
		swigIntConstant( GL_NV_texture_compression_s3tc_update, "GL_NV_texture_compression_s3tc_update" );
	#endif
	#ifdef GL_NV_texture_npot_2D_mipmap
		swigIntConstant( GL_NV_texture_npot_2D_mipmap, "GL_NV_texture_npot_2D_mipmap" );
	#endif
	#ifdef GL_NV_timeline_semaphore
		swigIntConstant( GL_NV_timeline_semaphore, "GL_NV_timeline_semaphore" );
	#endif
	#ifdef GL_TIMELINE_SEMAPHORE_VALUE_NV
		swigIntConstant( GL_TIMELINE_SEMAPHORE_VALUE_NV, "GL_TIMELINE_SEMAPHORE_VALUE_NV" );
	#endif
	#ifdef GL_SEMAPHORE_TYPE_NV
		swigIntConstant( GL_SEMAPHORE_TYPE_NV, "GL_SEMAPHORE_TYPE_NV" );
	#endif
	#ifdef GL_SEMAPHORE_TYPE_BINARY_NV
		swigIntConstant( GL_SEMAPHORE_TYPE_BINARY_NV, "GL_SEMAPHORE_TYPE_BINARY_NV" );
	#endif
	#ifdef GL_SEMAPHORE_TYPE_TIMELINE_NV
		swigIntConstant( GL_SEMAPHORE_TYPE_TIMELINE_NV, "GL_SEMAPHORE_TYPE_TIMELINE_NV" );
	#endif
	#ifdef GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV
		swigIntConstant( GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV, "GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV" );
	#endif
	#ifdef GL_NV_viewport_array
		swigIntConstant( GL_NV_viewport_array, "GL_NV_viewport_array" );
	#endif
	#ifdef GL_MAX_VIEWPORTS_NV
		swigIntConstant( GL_MAX_VIEWPORTS_NV, "GL_MAX_VIEWPORTS_NV" );
	#endif
	#ifdef GL_VIEWPORT_SUBPIXEL_BITS_NV
		swigIntConstant( GL_VIEWPORT_SUBPIXEL_BITS_NV, "GL_VIEWPORT_SUBPIXEL_BITS_NV" );
	#endif
	#ifdef GL_VIEWPORT_BOUNDS_RANGE_NV
		swigIntConstant( GL_VIEWPORT_BOUNDS_RANGE_NV, "GL_VIEWPORT_BOUNDS_RANGE_NV" );
	#endif
	#ifdef GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV
		swigIntConstant( GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV, "GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV" );
	#endif
	#ifdef GL_NV_viewport_array2
		swigIntConstant( GL_NV_viewport_array2, "GL_NV_viewport_array2" );
	#endif
	#ifdef GL_NV_viewport_swizzle
		swigIntConstant( GL_NV_viewport_swizzle, "GL_NV_viewport_swizzle" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV, "GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV, "GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV, "GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV, "GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV, "GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV, "GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV, "GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV, "GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_X_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_X_NV, "GL_VIEWPORT_SWIZZLE_X_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_Y_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_Y_NV, "GL_VIEWPORT_SWIZZLE_Y_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_Z_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_Z_NV, "GL_VIEWPORT_SWIZZLE_Z_NV" );
	#endif
	#ifdef GL_VIEWPORT_SWIZZLE_W_NV
		swigIntConstant( GL_VIEWPORT_SWIZZLE_W_NV, "GL_VIEWPORT_SWIZZLE_W_NV" );
	#endif
	#ifdef GL_OVR_multiview
		swigIntConstant( GL_OVR_multiview, "GL_OVR_multiview" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR" );
	#endif
	#ifdef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR
		swigIntConstant( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR, "GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR" );
	#endif
	#ifdef GL_MAX_VIEWS_OVR
		swigIntConstant( GL_MAX_VIEWS_OVR, "GL_MAX_VIEWS_OVR" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR, "GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR" );
	#endif
	#ifdef GL_OVR_multiview2
		swigIntConstant( GL_OVR_multiview2, "GL_OVR_multiview2" );
	#endif
	#ifdef GL_OVR_multiview_multisampled_render_to_texture
		swigIntConstant( GL_OVR_multiview_multisampled_render_to_texture, "GL_OVR_multiview_multisampled_render_to_texture" );
	#endif
	#ifdef GL_QCOM_YUV_texture_gather
		swigIntConstant( GL_QCOM_YUV_texture_gather, "GL_QCOM_YUV_texture_gather" );
	#endif
	#ifdef GL_QCOM_alpha_test
		swigIntConstant( GL_QCOM_alpha_test, "GL_QCOM_alpha_test" );
	#endif
	#ifdef GL_ALPHA_TEST_QCOM
		swigIntConstant( GL_ALPHA_TEST_QCOM, "GL_ALPHA_TEST_QCOM" );
	#endif
	#ifdef GL_ALPHA_TEST_FUNC_QCOM
		swigIntConstant( GL_ALPHA_TEST_FUNC_QCOM, "GL_ALPHA_TEST_FUNC_QCOM" );
	#endif
	#ifdef GL_ALPHA_TEST_REF_QCOM
		swigIntConstant( GL_ALPHA_TEST_REF_QCOM, "GL_ALPHA_TEST_REF_QCOM" );
	#endif
	#ifdef GL_QCOM_binning_control
		swigIntConstant( GL_QCOM_binning_control, "GL_QCOM_binning_control" );
	#endif
	#ifdef GL_BINNING_CONTROL_HINT_QCOM
		swigIntConstant( GL_BINNING_CONTROL_HINT_QCOM, "GL_BINNING_CONTROL_HINT_QCOM" );
	#endif
	#ifdef GL_CPU_OPTIMIZED_QCOM
		swigIntConstant( GL_CPU_OPTIMIZED_QCOM, "GL_CPU_OPTIMIZED_QCOM" );
	#endif
	#ifdef GL_GPU_OPTIMIZED_QCOM
		swigIntConstant( GL_GPU_OPTIMIZED_QCOM, "GL_GPU_OPTIMIZED_QCOM" );
	#endif
	#ifdef GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM
		swigIntConstant( GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM, "GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM" );
	#endif
	#ifdef GL_QCOM_driver_control
		swigIntConstant( GL_QCOM_driver_control, "GL_QCOM_driver_control" );
	#endif
	#ifdef GL_QCOM_extended_get
		swigIntConstant( GL_QCOM_extended_get, "GL_QCOM_extended_get" );
	#endif
	#ifdef GL_TEXTURE_WIDTH_QCOM
		swigIntConstant( GL_TEXTURE_WIDTH_QCOM, "GL_TEXTURE_WIDTH_QCOM" );
	#endif
	#ifdef GL_TEXTURE_HEIGHT_QCOM
		swigIntConstant( GL_TEXTURE_HEIGHT_QCOM, "GL_TEXTURE_HEIGHT_QCOM" );
	#endif
	#ifdef GL_TEXTURE_DEPTH_QCOM
		swigIntConstant( GL_TEXTURE_DEPTH_QCOM, "GL_TEXTURE_DEPTH_QCOM" );
	#endif
	#ifdef GL_TEXTURE_INTERNAL_FORMAT_QCOM
		swigIntConstant( GL_TEXTURE_INTERNAL_FORMAT_QCOM, "GL_TEXTURE_INTERNAL_FORMAT_QCOM" );
	#endif
	#ifdef GL_TEXTURE_FORMAT_QCOM
		swigIntConstant( GL_TEXTURE_FORMAT_QCOM, "GL_TEXTURE_FORMAT_QCOM" );
	#endif
	#ifdef GL_TEXTURE_TYPE_QCOM
		swigIntConstant( GL_TEXTURE_TYPE_QCOM, "GL_TEXTURE_TYPE_QCOM" );
	#endif
	#ifdef GL_TEXTURE_IMAGE_VALID_QCOM
		swigIntConstant( GL_TEXTURE_IMAGE_VALID_QCOM, "GL_TEXTURE_IMAGE_VALID_QCOM" );
	#endif
	#ifdef GL_TEXTURE_NUM_LEVELS_QCOM
		swigIntConstant( GL_TEXTURE_NUM_LEVELS_QCOM, "GL_TEXTURE_NUM_LEVELS_QCOM" );
	#endif
	#ifdef GL_TEXTURE_TARGET_QCOM
		swigIntConstant( GL_TEXTURE_TARGET_QCOM, "GL_TEXTURE_TARGET_QCOM" );
	#endif
	#ifdef GL_TEXTURE_OBJECT_VALID_QCOM
		swigIntConstant( GL_TEXTURE_OBJECT_VALID_QCOM, "GL_TEXTURE_OBJECT_VALID_QCOM" );
	#endif
	#ifdef GL_STATE_RESTORE
		swigIntConstant( GL_STATE_RESTORE, "GL_STATE_RESTORE" );
	#endif
	#ifdef GL_QCOM_extended_get2
		swigIntConstant( GL_QCOM_extended_get2, "GL_QCOM_extended_get2" );
	#endif
	#ifdef GL_QCOM_frame_extrapolation
		swigIntConstant( GL_QCOM_frame_extrapolation, "GL_QCOM_frame_extrapolation" );
	#endif
	#ifdef GL_QCOM_framebuffer_foveated
		swigIntConstant( GL_QCOM_framebuffer_foveated, "GL_QCOM_framebuffer_foveated" );
	#endif
	#ifdef GL_FOVEATION_ENABLE_BIT_QCOM
		swigIntConstant( GL_FOVEATION_ENABLE_BIT_QCOM, "GL_FOVEATION_ENABLE_BIT_QCOM" );
	#endif
	#ifdef GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM
		swigIntConstant( GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM, "GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM" );
	#endif
	#ifdef GL_QCOM_motion_estimation
		swigIntConstant( GL_QCOM_motion_estimation, "GL_QCOM_motion_estimation" );
	#endif
	#ifdef GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM
		swigIntConstant( GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM, "GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM" );
	#endif
	#ifdef GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM
		swigIntConstant( GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM, "GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM" );
	#endif
	#ifdef GL_QCOM_perfmon_global_mode
		swigIntConstant( GL_QCOM_perfmon_global_mode, "GL_QCOM_perfmon_global_mode" );
	#endif
	#ifdef GL_PERFMON_GLOBAL_MODE_QCOM
		swigIntConstant( GL_PERFMON_GLOBAL_MODE_QCOM, "GL_PERFMON_GLOBAL_MODE_QCOM" );
	#endif
	#ifdef GL_QCOM_render_shared_exponent
		swigIntConstant( GL_QCOM_render_shared_exponent, "GL_QCOM_render_shared_exponent" );
	#endif
	#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent
		swigIntConstant( GL_QCOM_shader_framebuffer_fetch_noncoherent, "GL_QCOM_shader_framebuffer_fetch_noncoherent" );
	#endif
	#ifdef GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM
		swigIntConstant( GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM, "GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM" );
	#endif
	#ifdef GL_QCOM_shader_framebuffer_fetch_rate
		swigIntConstant( GL_QCOM_shader_framebuffer_fetch_rate, "GL_QCOM_shader_framebuffer_fetch_rate" );
	#endif
	#ifdef GL_QCOM_shading_rate
		swigIntConstant( GL_QCOM_shading_rate, "GL_QCOM_shading_rate" );
	#endif
	#ifdef GL_SHADING_RATE_QCOM
		swigIntConstant( GL_SHADING_RATE_QCOM, "GL_SHADING_RATE_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM
		swigIntConstant( GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM, "GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_1X1_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_1X1_PIXELS_QCOM, "GL_SHADING_RATE_1X1_PIXELS_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_1X2_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_1X2_PIXELS_QCOM, "GL_SHADING_RATE_1X2_PIXELS_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_2X1_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_2X1_PIXELS_QCOM, "GL_SHADING_RATE_2X1_PIXELS_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_2X2_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_2X2_PIXELS_QCOM, "GL_SHADING_RATE_2X2_PIXELS_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_4X2_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_4X2_PIXELS_QCOM, "GL_SHADING_RATE_4X2_PIXELS_QCOM" );
	#endif
	#ifdef GL_SHADING_RATE_4X4_PIXELS_QCOM
		swigIntConstant( GL_SHADING_RATE_4X4_PIXELS_QCOM, "GL_SHADING_RATE_4X4_PIXELS_QCOM" );
	#endif
	#ifdef GL_QCOM_texture_foveated
		swigIntConstant( GL_QCOM_texture_foveated, "GL_QCOM_texture_foveated" );
	#endif
	#ifdef GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM
		swigIntConstant( GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM, "GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM" );
	#endif
	#ifdef GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM
		swigIntConstant( GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM, "GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM" );
	#endif
	#ifdef GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM
		swigIntConstant( GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM, "GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM" );
	#endif
	#ifdef GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM
		swigIntConstant( GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM, "GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM" );
	#endif
	#ifdef GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM
		swigIntConstant( GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM, "GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM" );
	#endif
	#ifdef GL_QCOM_texture_foveated2
		swigIntConstant( GL_QCOM_texture_foveated2, "GL_QCOM_texture_foveated2" );
	#endif
	#ifdef GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM
		swigIntConstant( GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM, "GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM" );
	#endif
	#ifdef GL_QCOM_texture_foveated_subsampled_layout
		swigIntConstant( GL_QCOM_texture_foveated_subsampled_layout, "GL_QCOM_texture_foveated_subsampled_layout" );
	#endif
	#ifdef GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM
		swigIntConstant( GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM, "GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM" );
	#endif
	#ifdef GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM
		swigIntConstant( GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM, "GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM" );
	#endif
	#ifdef GL_QCOM_tiled_rendering
		swigIntConstant( GL_QCOM_tiled_rendering, "GL_QCOM_tiled_rendering" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT0_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT0_QCOM, "GL_COLOR_BUFFER_BIT0_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT1_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT1_QCOM, "GL_COLOR_BUFFER_BIT1_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT2_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT2_QCOM, "GL_COLOR_BUFFER_BIT2_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT3_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT3_QCOM, "GL_COLOR_BUFFER_BIT3_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT4_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT4_QCOM, "GL_COLOR_BUFFER_BIT4_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT5_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT5_QCOM, "GL_COLOR_BUFFER_BIT5_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT6_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT6_QCOM, "GL_COLOR_BUFFER_BIT6_QCOM" );
	#endif
	#ifdef GL_COLOR_BUFFER_BIT7_QCOM
		swigIntConstant( GL_COLOR_BUFFER_BIT7_QCOM, "GL_COLOR_BUFFER_BIT7_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT0_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT0_QCOM, "GL_DEPTH_BUFFER_BIT0_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT1_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT1_QCOM, "GL_DEPTH_BUFFER_BIT1_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT2_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT2_QCOM, "GL_DEPTH_BUFFER_BIT2_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT3_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT3_QCOM, "GL_DEPTH_BUFFER_BIT3_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT4_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT4_QCOM, "GL_DEPTH_BUFFER_BIT4_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT5_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT5_QCOM, "GL_DEPTH_BUFFER_BIT5_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT6_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT6_QCOM, "GL_DEPTH_BUFFER_BIT6_QCOM" );
	#endif
	#ifdef GL_DEPTH_BUFFER_BIT7_QCOM
		swigIntConstant( GL_DEPTH_BUFFER_BIT7_QCOM, "GL_DEPTH_BUFFER_BIT7_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT0_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT0_QCOM, "GL_STENCIL_BUFFER_BIT0_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT1_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT1_QCOM, "GL_STENCIL_BUFFER_BIT1_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT2_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT2_QCOM, "GL_STENCIL_BUFFER_BIT2_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT3_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT3_QCOM, "GL_STENCIL_BUFFER_BIT3_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT4_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT4_QCOM, "GL_STENCIL_BUFFER_BIT4_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT5_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT5_QCOM, "GL_STENCIL_BUFFER_BIT5_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT6_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT6_QCOM, "GL_STENCIL_BUFFER_BIT6_QCOM" );
	#endif
	#ifdef GL_STENCIL_BUFFER_BIT7_QCOM
		swigIntConstant( GL_STENCIL_BUFFER_BIT7_QCOM, "GL_STENCIL_BUFFER_BIT7_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT0_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT0_QCOM, "GL_MULTISAMPLE_BUFFER_BIT0_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT1_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT1_QCOM, "GL_MULTISAMPLE_BUFFER_BIT1_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT2_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT2_QCOM, "GL_MULTISAMPLE_BUFFER_BIT2_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT3_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT3_QCOM, "GL_MULTISAMPLE_BUFFER_BIT3_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT4_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT4_QCOM, "GL_MULTISAMPLE_BUFFER_BIT4_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT5_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT5_QCOM, "GL_MULTISAMPLE_BUFFER_BIT5_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT6_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT6_QCOM, "GL_MULTISAMPLE_BUFFER_BIT6_QCOM" );
	#endif
	#ifdef GL_MULTISAMPLE_BUFFER_BIT7_QCOM
		swigIntConstant( GL_MULTISAMPLE_BUFFER_BIT7_QCOM, "GL_MULTISAMPLE_BUFFER_BIT7_QCOM" );
	#endif
	#ifdef GL_QCOM_writeonly_rendering
		swigIntConstant( GL_QCOM_writeonly_rendering, "GL_QCOM_writeonly_rendering" );
	#endif
	#ifdef GL_WRITEONLY_RENDERING_QCOM
		swigIntConstant( GL_WRITEONLY_RENDERING_QCOM, "GL_WRITEONLY_RENDERING_QCOM" );
	#endif
	#ifdef GL_VIV_shader_binary
		swigIntConstant( GL_VIV_shader_binary, "GL_VIV_shader_binary" );
	#endif
	#ifdef GL_SHADER_BINARY_VIV
		swigIntConstant( GL_SHADER_BINARY_VIV, "GL_SHADER_BINARY_VIV" );
	#endif

	swigNewline();

	swigComment("----===< long constants >===-----\n");
	#ifdef GL_TIMEOUT_IGNORED_APPLE
		swigUnsignedLongConstant( GL_TIMEOUT_IGNORED_APPLE, "GL_TIMEOUT_IGNORED_APPLE" );
	#endif

	swigNewline();

	swigComment("------===< functions >===-------\n");
	swigFunction( "c-function glActiveTexture glActiveTexture u -- void", "FUNCTION: glActiveTexture ( texture -- void )", "EXTERN: \"C\" void glActiveTexture( int texture );", "	( texture -- )" );
	swigFunction( "c-function glAttachShader glAttachShader u u -- void", "FUNCTION: glAttachShader ( program shader -- void )", "EXTERN: \"C\" void glAttachShader( int program, int shader );", "	( program shader -- )" );
	swigFunction( "c-function glBindAttribLocation glBindAttribLocation u u s -- void", "FUNCTION: glBindAttribLocation ( program index name -- void )", "EXTERN: \"C\" void glBindAttribLocation( int program, int index, char * name );", "	( program index name -- )" );
	swigFunction( "c-function glBindBuffer glBindBuffer u u -- void", "FUNCTION: glBindBuffer ( target buffer -- void )", "EXTERN: \"C\" void glBindBuffer( int target, int buffer );", "	( target buffer -- )" );
	swigFunction( "c-function glBindFramebuffer glBindFramebuffer u u -- void", "FUNCTION: glBindFramebuffer ( target framebuffer -- void )", "EXTERN: \"C\" void glBindFramebuffer( int target, int framebuffer );", "	( target framebuffer -- )" );
	swigFunction( "c-function glBindRenderbuffer glBindRenderbuffer u u -- void", "FUNCTION: glBindRenderbuffer ( target renderbuffer -- void )", "EXTERN: \"C\" void glBindRenderbuffer( int target, int renderbuffer );", "	( target renderbuffer -- )" );
	swigFunction( "c-function glBindTexture glBindTexture u u -- void", "FUNCTION: glBindTexture ( target texture -- void )", "EXTERN: \"C\" void glBindTexture( int target, int texture );", "	( target texture -- )" );
	swigFunction( "c-function glBlendColor glBlendColor r r r r -- void", "FUNCTION: glBlendColor ( red green blue alpha -- void )", "EXTERN: \"C\" void glBlendColor( float red, float green, float blue, float alpha );", "	( red green blue alpha -- )" );
	swigFunction( "c-function glBlendEquation glBlendEquation u -- void", "FUNCTION: glBlendEquation ( mode -- void )", "EXTERN: \"C\" void glBlendEquation( int mode );", "	( mode -- )" );
	swigFunction( "c-function glBlendEquationSeparate glBlendEquationSeparate u u -- void", "FUNCTION: glBlendEquationSeparate ( modeRGB modeAlpha -- void )", "EXTERN: \"C\" void glBlendEquationSeparate( int modeRGB, int modeAlpha );", "	( modeRGB modeAlpha -- )" );
	swigFunction( "c-function glBlendFunc glBlendFunc u u -- void", "FUNCTION: glBlendFunc ( sfactor dfactor -- void )", "EXTERN: \"C\" void glBlendFunc( int sfactor, int dfactor );", "	( sfactor dfactor -- )" );
	swigFunction( "c-function glBlendFuncSeparate glBlendFuncSeparate u u u u -- void", "FUNCTION: glBlendFuncSeparate ( sfactorRGB dfactorRGB sfactorAlpha dfactorAlpha -- void )", "EXTERN: \"C\" void glBlendFuncSeparate( int sfactorRGB, int dfactorRGB, int sfactorAlpha, int dfactorAlpha );", "	( sfactorRGB dfactorRGB sfactorAlpha dfactorAlpha -- )" );
	swigFunction( "c-function glBufferData glBufferData u n a u -- void", "FUNCTION: glBufferData ( target size data usage -- void )", "EXTERN: \"C\" void glBufferData( int target, long size, void * data, int usage );", "	( target size data usage -- )" );
	swigFunction( "c-function glBufferSubData glBufferSubData u n n a -- void", "FUNCTION: glBufferSubData ( target offset size data -- void )", "EXTERN: \"C\" void glBufferSubData( int target, long offset, long size, void * data );", "	( target offset size data -- )" );
	swigFunction( "c-function glCheckFramebufferStatus glCheckFramebufferStatus u -- u", "FUNCTION: glCheckFramebufferStatus ( target -- u )", "EXTERN: \"C\" int glCheckFramebufferStatus( int target );", "	( target -- )" );
	swigFunction( "c-function glClear glClear u -- void", "FUNCTION: glClear ( mask -- void )", "EXTERN: \"C\" void glClear( int mask );", "	( mask -- )" );
	swigFunction( "c-function glClearColor glClearColor r r r r -- void", "FUNCTION: glClearColor ( red green blue alpha -- void )", "EXTERN: \"C\" void glClearColor( float red, float green, float blue, float alpha );", "	( red green blue alpha -- )" );
	swigFunction( "c-function glClearDepthf glClearDepthf r -- void", "FUNCTION: glClearDepthf ( d -- void )", "EXTERN: \"C\" void glClearDepthf( float d );", "	( d -- )" );
	swigFunction( "c-function glClearStencil glClearStencil n -- void", "FUNCTION: glClearStencil ( s -- void )", "EXTERN: \"C\" void glClearStencil( int s );", "	( s -- )" );
	swigFunction( "c-function glColorMask glColorMask u u u u -- void", "FUNCTION: glColorMask ( red green blue alpha -- void )", "EXTERN: \"C\" void glColorMask( char red, char green, char blue, char alpha );", "	( red green blue alpha -- )" );
	swigFunction( "c-function glCompileShader glCompileShader u -- void", "FUNCTION: glCompileShader ( shader -- void )", "EXTERN: \"C\" void glCompileShader( int shader );", "	( shader -- )" );
	swigFunction( "c-function glCompressedTexImage2D glCompressedTexImage2D u n u n n n n a -- void", "FUNCTION: glCompressedTexImage2D ( target level internalformat width height border imageSize data -- void )", "EXTERN: \"C\" void glCompressedTexImage2D( int target, int level, int internalformat, int width, int height, int border, int imageSize, void * data );", "	( target level internalformat width height border imageSize data -- )" );
	swigFunction( "c-function glCompressedTexSubImage2D glCompressedTexSubImage2D u n n n n n u n a -- void", "FUNCTION: glCompressedTexSubImage2D ( target level xoffset yoffset width height format imageSize data -- void )", "EXTERN: \"C\" void glCompressedTexSubImage2D( int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, void * data );", "	( target level xoffset yoffset width height format imageSize data -- )" );
	swigFunction( "c-function glCopyTexImage2D glCopyTexImage2D u n u n n n n n -- void", "FUNCTION: glCopyTexImage2D ( target level internalformat x y width height border -- void )", "EXTERN: \"C\" void glCopyTexImage2D( int target, int level, int internalformat, int x, int y, int width, int height, int border );", "	( target level internalformat x y width height border -- )" );
	swigFunction( "c-function glCopyTexSubImage2D glCopyTexSubImage2D u n n n n n n n -- void", "FUNCTION: glCopyTexSubImage2D ( target level xoffset yoffset x y width height -- void )", "EXTERN: \"C\" void glCopyTexSubImage2D( int target, int level, int xoffset, int yoffset, int x, int y, int width, int height );", "	( target level xoffset yoffset x y width height -- )" );
	swigFunction( "c-function glCreateProgram glCreateProgram  -- u", "FUNCTION: glCreateProgram (  -- u )", "EXTERN: \"C\" int glCreateProgram(  );", "	( -- )" );
	swigFunction( "c-function glCreateShader glCreateShader u -- u", "FUNCTION: glCreateShader ( type -- u )", "EXTERN: \"C\" int glCreateShader( int type );", "	( type -- )" );
	swigFunction( "c-function glCullFace glCullFace u -- void", "FUNCTION: glCullFace ( mode -- void )", "EXTERN: \"C\" void glCullFace( int mode );", "	( mode -- )" );
	swigFunction( "c-function glDeleteBuffers glDeleteBuffers n a -- void", "FUNCTION: glDeleteBuffers ( n buffers -- void )", "EXTERN: \"C\" void glDeleteBuffers( int n, void * buffers );", "	( n buffers -- )" );
	swigFunction( "c-function glDeleteFramebuffers glDeleteFramebuffers n a -- void", "FUNCTION: glDeleteFramebuffers ( n framebuffers -- void )", "EXTERN: \"C\" void glDeleteFramebuffers( int n, void * framebuffers );", "	( n framebuffers -- )" );
	swigFunction( "c-function glDeleteProgram glDeleteProgram u -- void", "FUNCTION: glDeleteProgram ( program -- void )", "EXTERN: \"C\" void glDeleteProgram( int program );", "	( program -- )" );
	swigFunction( "c-function glDeleteRenderbuffers glDeleteRenderbuffers n a -- void", "FUNCTION: glDeleteRenderbuffers ( n renderbuffers -- void )", "EXTERN: \"C\" void glDeleteRenderbuffers( int n, void * renderbuffers );", "	( n renderbuffers -- )" );
	swigFunction( "c-function glDeleteShader glDeleteShader u -- void", "FUNCTION: glDeleteShader ( shader -- void )", "EXTERN: \"C\" void glDeleteShader( int shader );", "	( shader -- )" );
	swigFunction( "c-function glDeleteTextures glDeleteTextures n a -- void", "FUNCTION: glDeleteTextures ( n textures -- void )", "EXTERN: \"C\" void glDeleteTextures( int n, void * textures );", "	( n textures -- )" );
	swigFunction( "c-function glDepthFunc glDepthFunc u -- void", "FUNCTION: glDepthFunc ( func -- void )", "EXTERN: \"C\" void glDepthFunc( int func );", "	( func -- )" );
	swigFunction( "c-function glDepthMask glDepthMask u -- void", "FUNCTION: glDepthMask ( flag -- void )", "EXTERN: \"C\" void glDepthMask( char flag );", "	( flag -- )" );
	swigFunction( "c-function glDepthRangef glDepthRangef r r -- void", "FUNCTION: glDepthRangef ( n f -- void )", "EXTERN: \"C\" void glDepthRangef( float n, float f );", "	( n f -- )" );
	swigFunction( "c-function glDetachShader glDetachShader u u -- void", "FUNCTION: glDetachShader ( program shader -- void )", "EXTERN: \"C\" void glDetachShader( int program, int shader );", "	( program shader -- )" );
	swigFunction( "c-function glDisable glDisable u -- void", "FUNCTION: glDisable ( cap -- void )", "EXTERN: \"C\" void glDisable( int cap );", "	( cap -- )" );
	swigFunction( "c-function glDisableVertexAttribArray glDisableVertexAttribArray u -- void", "FUNCTION: glDisableVertexAttribArray ( index -- void )", "EXTERN: \"C\" void glDisableVertexAttribArray( int index );", "	( index -- )" );
	swigFunction( "c-function glDrawArrays glDrawArrays u n n -- void", "FUNCTION: glDrawArrays ( mode first count -- void )", "EXTERN: \"C\" void glDrawArrays( int mode, int first, int count );", "	( mode first count -- )" );
	swigFunction( "c-function glDrawElements glDrawElements u n u a -- void", "FUNCTION: glDrawElements ( mode count type indices -- void )", "EXTERN: \"C\" void glDrawElements( int mode, int count, int type, void * indices );", "	( mode count type indices -- )" );
	swigFunction( "c-function glEnable glEnable u -- void", "FUNCTION: glEnable ( cap -- void )", "EXTERN: \"C\" void glEnable( int cap );", "	( cap -- )" );
	swigFunction( "c-function glEnableVertexAttribArray glEnableVertexAttribArray u -- void", "FUNCTION: glEnableVertexAttribArray ( index -- void )", "EXTERN: \"C\" void glEnableVertexAttribArray( int index );", "	( index -- )" );
	swigFunction( "c-function glFinish glFinish  -- void", "FUNCTION: glFinish (  -- void )", "EXTERN: \"C\" void glFinish(  );", "	( -- )" );
	swigFunction( "c-function glFlush glFlush  -- void", "FUNCTION: glFlush (  -- void )", "EXTERN: \"C\" void glFlush(  );", "	( -- )" );
	swigFunction( "c-function glFramebufferRenderbuffer glFramebufferRenderbuffer u u u u -- void", "FUNCTION: glFramebufferRenderbuffer ( target attachment renderbuffertarget renderbuffer -- void )", "EXTERN: \"C\" void glFramebufferRenderbuffer( int target, int attachment, int renderbuffertarget, int renderbuffer );", "	( target attachment renderbuffertarget renderbuffer -- )" );
	swigFunction( "c-function glFramebufferTexture2D glFramebufferTexture2D u u u u n -- void", "FUNCTION: glFramebufferTexture2D ( target attachment textarget texture level -- void )", "EXTERN: \"C\" void glFramebufferTexture2D( int target, int attachment, int textarget, int texture, int level );", "	( target attachment textarget texture level -- )" );
	swigFunction( "c-function glFrontFace glFrontFace u -- void", "FUNCTION: glFrontFace ( mode -- void )", "EXTERN: \"C\" void glFrontFace( int mode );", "	( mode -- )" );
	swigFunction( "c-function glGenBuffers glGenBuffers n a -- void", "FUNCTION: glGenBuffers ( n buffers -- void )", "EXTERN: \"C\" void glGenBuffers( int n, void * buffers );", "	( n buffers -- )" );
	swigFunction( "c-function glGenerateMipmap glGenerateMipmap u -- void", "FUNCTION: glGenerateMipmap ( target -- void )", "EXTERN: \"C\" void glGenerateMipmap( int target );", "	( target -- )" );
	swigFunction( "c-function glGenFramebuffers glGenFramebuffers n a -- void", "FUNCTION: glGenFramebuffers ( n framebuffers -- void )", "EXTERN: \"C\" void glGenFramebuffers( int n, void * framebuffers );", "	( n framebuffers -- )" );
	swigFunction( "c-function glGenRenderbuffers glGenRenderbuffers n a -- void", "FUNCTION: glGenRenderbuffers ( n renderbuffers -- void )", "EXTERN: \"C\" void glGenRenderbuffers( int n, void * renderbuffers );", "	( n renderbuffers -- )" );
	swigFunction( "c-function glGenTextures glGenTextures n a -- void", "FUNCTION: glGenTextures ( n textures -- void )", "EXTERN: \"C\" void glGenTextures( int n, void * textures );", "	( n textures -- )" );
	swigFunction( "c-function glGetActiveAttrib glGetActiveAttrib u u n a a a a -- void", "FUNCTION: glGetActiveAttrib ( program index bufSize length size type name -- void )", "EXTERN: \"C\" void glGetActiveAttrib( int program, int index, int bufSize, void * length, void * size, void * type, void * name );", "	( program index bufSize length size type name -- )" );
	swigFunction( "c-function glGetActiveUniform glGetActiveUniform u u n a a a a -- void", "FUNCTION: glGetActiveUniform ( program index bufSize length size type name -- void )", "EXTERN: \"C\" void glGetActiveUniform( int program, int index, int bufSize, void * length, void * size, void * type, void * name );", "	( program index bufSize length size type name -- )" );
	swigFunction( "c-function glGetAttachedShaders glGetAttachedShaders u n a a -- void", "FUNCTION: glGetAttachedShaders ( program maxCount count shaders -- void )", "EXTERN: \"C\" void glGetAttachedShaders( int program, int maxCount, void * count, void * shaders );", "	( program maxCount count shaders -- )" );
	swigFunction( "c-function glGetAttribLocation glGetAttribLocation u s -- n", "FUNCTION: glGetAttribLocation ( program name -- n )", "EXTERN: \"C\" int glGetAttribLocation( int program, char * name );", "	( program name -- )" );
	swigFunction( "c-function glGetBooleanv glGetBooleanv u a -- void", "FUNCTION: glGetBooleanv ( pname data -- void )", "EXTERN: \"C\" void glGetBooleanv( int pname, void * data );", "	( pname data -- )" );
	swigFunction( "c-function glGetBufferParameteriv glGetBufferParameteriv u u a -- void", "FUNCTION: glGetBufferParameteriv ( target pname params -- void )", "EXTERN: \"C\" void glGetBufferParameteriv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glGetError glGetError  -- u", "FUNCTION: glGetError (  -- u )", "EXTERN: \"C\" int glGetError(  );", "	( -- )" );
	swigFunction( "c-function glGetFloatv glGetFloatv u a -- void", "FUNCTION: glGetFloatv ( pname data -- void )", "EXTERN: \"C\" void glGetFloatv( int pname, void * data );", "	( pname data -- )" );
	swigFunction( "c-function glGetFramebufferAttachmentParameteriv glGetFramebufferAttachmentParameteriv u u u a -- void", "FUNCTION: glGetFramebufferAttachmentParameteriv ( target attachment pname params -- void )", "EXTERN: \"C\" void glGetFramebufferAttachmentParameteriv( int target, int attachment, int pname, void * params );", "	( target attachment pname params -- )" );
	swigFunction( "c-function glGetIntegerv glGetIntegerv u a -- void", "FUNCTION: glGetIntegerv ( pname data -- void )", "EXTERN: \"C\" void glGetIntegerv( int pname, void * data );", "	( pname data -- )" );
	swigFunction( "c-function glGetProgramiv glGetProgramiv u u a -- void", "FUNCTION: glGetProgramiv ( program pname params -- void )", "EXTERN: \"C\" void glGetProgramiv( int program, int pname, void * params );", "	( program pname params -- )" );
	swigFunction( "c-function glGetProgramInfoLog glGetProgramInfoLog u n a a -- void", "FUNCTION: glGetProgramInfoLog ( program bufSize length infoLog -- void )", "EXTERN: \"C\" void glGetProgramInfoLog( int program, int bufSize, void * length, void * infoLog );", "	( program bufSize length infoLog -- )" );
	swigFunction( "c-function glGetRenderbufferParameteriv glGetRenderbufferParameteriv u u a -- void", "FUNCTION: glGetRenderbufferParameteriv ( target pname params -- void )", "EXTERN: \"C\" void glGetRenderbufferParameteriv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glGetShaderiv glGetShaderiv u u a -- void", "FUNCTION: glGetShaderiv ( shader pname params -- void )", "EXTERN: \"C\" void glGetShaderiv( int shader, int pname, void * params );", "	( shader pname params -- )" );
	swigFunction( "c-function glGetShaderInfoLog glGetShaderInfoLog u n a a -- void", "FUNCTION: glGetShaderInfoLog ( shader bufSize length infoLog -- void )", "EXTERN: \"C\" void glGetShaderInfoLog( int shader, int bufSize, void * length, void * infoLog );", "	( shader bufSize length infoLog -- )" );
	swigFunction( "c-function glGetShaderPrecisionFormat glGetShaderPrecisionFormat u u a a -- void", "FUNCTION: glGetShaderPrecisionFormat ( shadertype precisiontype range precision -- void )", "EXTERN: \"C\" void glGetShaderPrecisionFormat( int shadertype, int precisiontype, void * range, void * precision );", "	( shadertype precisiontype range precision -- )" );
	swigFunction( "c-function glGetShaderSource glGetShaderSource u n a a -- void", "FUNCTION: glGetShaderSource ( shader bufSize length source -- void )", "EXTERN: \"C\" void glGetShaderSource( int shader, int bufSize, void * length, void * source );", "	( shader bufSize length source -- )" );
	swigFunction( "c-function glGetString glGetString u -- a", "FUNCTION: glGetString ( name -- a )", "EXTERN: \"C\" void * glGetString( int name );", "	( name -- )" );
	swigFunction( "c-function glGetTexParameterfv glGetTexParameterfv u u a -- void", "FUNCTION: glGetTexParameterfv ( target pname params -- void )", "EXTERN: \"C\" void glGetTexParameterfv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glGetTexParameteriv glGetTexParameteriv u u a -- void", "FUNCTION: glGetTexParameteriv ( target pname params -- void )", "EXTERN: \"C\" void glGetTexParameteriv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glGetUniformfv glGetUniformfv u n a -- void", "FUNCTION: glGetUniformfv ( program location params -- void )", "EXTERN: \"C\" void glGetUniformfv( int program, int location, void * params );", "	( program location params -- )" );
	swigFunction( "c-function glGetUniformiv glGetUniformiv u n a -- void", "FUNCTION: glGetUniformiv ( program location params -- void )", "EXTERN: \"C\" void glGetUniformiv( int program, int location, void * params );", "	( program location params -- )" );
	swigFunction( "c-function glGetUniformLocation glGetUniformLocation u s -- n", "FUNCTION: glGetUniformLocation ( program name -- n )", "EXTERN: \"C\" int glGetUniformLocation( int program, char * name );", "	( program name -- )" );
	swigFunction( "c-function glGetVertexAttribfv glGetVertexAttribfv u u a -- void", "FUNCTION: glGetVertexAttribfv ( index pname params -- void )", "EXTERN: \"C\" void glGetVertexAttribfv( int index, int pname, void * params );", "	( index pname params -- )" );
	swigFunction( "c-function glGetVertexAttribiv glGetVertexAttribiv u u a -- void", "FUNCTION: glGetVertexAttribiv ( index pname params -- void )", "EXTERN: \"C\" void glGetVertexAttribiv( int index, int pname, void * params );", "	( index pname params -- )" );
	swigFunction( "c-function glGetVertexAttribPointerv glGetVertexAttribPointerv u u a -- void", "FUNCTION: glGetVertexAttribPointerv ( index pname pointer -- void )", "EXTERN: \"C\" void glGetVertexAttribPointerv( int index, int pname, void * pointer );", "	( index pname pointer -- )" );
	swigFunction( "c-function glHint glHint u u -- void", "FUNCTION: glHint ( target mode -- void )", "EXTERN: \"C\" void glHint( int target, int mode );", "	( target mode -- )" );
	swigFunction( "c-function glIsBuffer glIsBuffer u -- u", "FUNCTION: glIsBuffer ( buffer -- u )", "EXTERN: \"C\" char glIsBuffer( int buffer );", "	( buffer -- )" );
	swigFunction( "c-function glIsEnabled glIsEnabled u -- u", "FUNCTION: glIsEnabled ( cap -- u )", "EXTERN: \"C\" char glIsEnabled( int cap );", "	( cap -- )" );
	swigFunction( "c-function glIsFramebuffer glIsFramebuffer u -- u", "FUNCTION: glIsFramebuffer ( framebuffer -- u )", "EXTERN: \"C\" char glIsFramebuffer( int framebuffer );", "	( framebuffer -- )" );
	swigFunction( "c-function glIsProgram glIsProgram u -- u", "FUNCTION: glIsProgram ( program -- u )", "EXTERN: \"C\" char glIsProgram( int program );", "	( program -- )" );
	swigFunction( "c-function glIsRenderbuffer glIsRenderbuffer u -- u", "FUNCTION: glIsRenderbuffer ( renderbuffer -- u )", "EXTERN: \"C\" char glIsRenderbuffer( int renderbuffer );", "	( renderbuffer -- )" );
	swigFunction( "c-function glIsShader glIsShader u -- u", "FUNCTION: glIsShader ( shader -- u )", "EXTERN: \"C\" char glIsShader( int shader );", "	( shader -- )" );
	swigFunction( "c-function glIsTexture glIsTexture u -- u", "FUNCTION: glIsTexture ( texture -- u )", "EXTERN: \"C\" char glIsTexture( int texture );", "	( texture -- )" );
	swigFunction( "c-function glLineWidth glLineWidth r -- void", "FUNCTION: glLineWidth ( width -- void )", "EXTERN: \"C\" void glLineWidth( float width );", "	( width -- )" );
	swigFunction( "c-function glLinkProgram glLinkProgram u -- void", "FUNCTION: glLinkProgram ( program -- void )", "EXTERN: \"C\" void glLinkProgram( int program );", "	( program -- )" );
	swigFunction( "c-function glPixelStorei glPixelStorei u n -- void", "FUNCTION: glPixelStorei ( pname param -- void )", "EXTERN: \"C\" void glPixelStorei( int pname, int param );", "	( pname param -- )" );
	swigFunction( "c-function glPolygonOffset glPolygonOffset r r -- void", "FUNCTION: glPolygonOffset ( factor units -- void )", "EXTERN: \"C\" void glPolygonOffset( float factor, float units );", "	( factor units -- )" );
	swigFunction( "c-function glReadPixels glReadPixels n n n n u u a -- void", "FUNCTION: glReadPixels ( x y width height format type pixels -- void )", "EXTERN: \"C\" void glReadPixels( int x, int y, int width, int height, int format, int type, void * pixels );", "	( x y width height format type pixels -- )" );
	swigFunction( "c-function glReleaseShaderCompiler glReleaseShaderCompiler  -- void", "FUNCTION: glReleaseShaderCompiler (  -- void )", "EXTERN: \"C\" void glReleaseShaderCompiler(  );", "	( -- )" );
	swigFunction( "c-function glRenderbufferStorage glRenderbufferStorage u u n n -- void", "FUNCTION: glRenderbufferStorage ( target internalformat width height -- void )", "EXTERN: \"C\" void glRenderbufferStorage( int target, int internalformat, int width, int height );", "	( target internalformat width height -- )" );
	swigFunction( "c-function glSampleCoverage glSampleCoverage r u -- void", "FUNCTION: glSampleCoverage ( value invert -- void )", "EXTERN: \"C\" void glSampleCoverage( float value, char invert );", "	( value invert -- )" );
	swigFunction( "c-function glScissor glScissor n n n n -- void", "FUNCTION: glScissor ( x y width height -- void )", "EXTERN: \"C\" void glScissor( int x, int y, int width, int height );", "	( x y width height -- )" );
	swigFunction( "c-function glShaderBinary glShaderBinary n a u a n -- void", "FUNCTION: glShaderBinary ( count shaders binaryFormat binary length -- void )", "EXTERN: \"C\" void glShaderBinary( int count, void * shaders, int binaryFormat, void * binary, int length );", "	( count shaders binaryFormat binary length -- )" );
	swigFunction( "c-function glShaderSource glShaderSource u n a a -- void", "FUNCTION: glShaderSource ( shader count string length -- void )", "EXTERN: \"C\" void glShaderSource( int shader, int count, void * string, void * length );", "	( shader count string length -- )" );
	swigFunction( "c-function glStencilFunc glStencilFunc u n u -- void", "FUNCTION: glStencilFunc ( func ref mask -- void )", "EXTERN: \"C\" void glStencilFunc( int func, int ref, int mask );", "	( func ref mask -- )" );
	swigFunction( "c-function glStencilFuncSeparate glStencilFuncSeparate u u n u -- void", "FUNCTION: glStencilFuncSeparate ( face func ref mask -- void )", "EXTERN: \"C\" void glStencilFuncSeparate( int face, int func, int ref, int mask );", "	( face func ref mask -- )" );
	swigFunction( "c-function glStencilMask glStencilMask u -- void", "FUNCTION: glStencilMask ( mask -- void )", "EXTERN: \"C\" void glStencilMask( int mask );", "	( mask -- )" );
	swigFunction( "c-function glStencilMaskSeparate glStencilMaskSeparate u u -- void", "FUNCTION: glStencilMaskSeparate ( face mask -- void )", "EXTERN: \"C\" void glStencilMaskSeparate( int face, int mask );", "	( face mask -- )" );
	swigFunction( "c-function glStencilOp glStencilOp u u u -- void", "FUNCTION: glStencilOp ( fail zfail zpass -- void )", "EXTERN: \"C\" void glStencilOp( int fail, int zfail, int zpass );", "	( fail zfail zpass -- )" );
	swigFunction( "c-function glStencilOpSeparate glStencilOpSeparate u u u u -- void", "FUNCTION: glStencilOpSeparate ( face sfail dpfail dppass -- void )", "EXTERN: \"C\" void glStencilOpSeparate( int face, int sfail, int dpfail, int dppass );", "	( face sfail dpfail dppass -- )" );
	swigFunction( "c-function glTexImage2D glTexImage2D u n n n n n u u a -- void", "FUNCTION: glTexImage2D ( target level internalformat width height border format type pixels -- void )", "EXTERN: \"C\" void glTexImage2D( int target, int level, int internalformat, int width, int height, int border, int format, int type, void * pixels );", "	( target level internalformat width height border format type pixels -- )" );
	swigFunction( "c-function glTexParameterf glTexParameterf u u r -- void", "FUNCTION: glTexParameterf ( target pname param -- void )", "EXTERN: \"C\" void glTexParameterf( int target, int pname, float param );", "	( target pname param -- )" );
	swigFunction( "c-function glTexParameterfv glTexParameterfv u u a -- void", "FUNCTION: glTexParameterfv ( target pname params -- void )", "EXTERN: \"C\" void glTexParameterfv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glTexParameteri glTexParameteri u u n -- void", "FUNCTION: glTexParameteri ( target pname param -- void )", "EXTERN: \"C\" void glTexParameteri( int target, int pname, int param );", "	( target pname param -- )" );
	swigFunction( "c-function glTexParameteriv glTexParameteriv u u a -- void", "FUNCTION: glTexParameteriv ( target pname params -- void )", "EXTERN: \"C\" void glTexParameteriv( int target, int pname, void * params );", "	( target pname params -- )" );
	swigFunction( "c-function glTexSubImage2D glTexSubImage2D u n n n n n u u a -- void", "FUNCTION: glTexSubImage2D ( target level xoffset yoffset width height format type pixels -- void )", "EXTERN: \"C\" void glTexSubImage2D( int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, void * pixels );", "	( target level xoffset yoffset width height format type pixels -- )" );
	swigFunction( "c-function glUniform1f glUniform1f n r -- void", "FUNCTION: glUniform1f ( location v0 -- void )", "EXTERN: \"C\" void glUniform1f( int location, float v0 );", "	( location v0 -- )" );
	swigFunction( "c-function glUniform1fv glUniform1fv n n a -- void", "FUNCTION: glUniform1fv ( location count value -- void )", "EXTERN: \"C\" void glUniform1fv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform1i glUniform1i n n -- void", "FUNCTION: glUniform1i ( location v0 -- void )", "EXTERN: \"C\" void glUniform1i( int location, int v0 );", "	( location v0 -- )" );
	swigFunction( "c-function glUniform1iv glUniform1iv n n a -- void", "FUNCTION: glUniform1iv ( location count value -- void )", "EXTERN: \"C\" void glUniform1iv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform2f glUniform2f n r r -- void", "FUNCTION: glUniform2f ( location v0 v1 -- void )", "EXTERN: \"C\" void glUniform2f( int location, float v0, float v1 );", "	( location v0 v1 -- )" );
	swigFunction( "c-function glUniform2fv glUniform2fv n n a -- void", "FUNCTION: glUniform2fv ( location count value -- void )", "EXTERN: \"C\" void glUniform2fv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform2i glUniform2i n n n -- void", "FUNCTION: glUniform2i ( location v0 v1 -- void )", "EXTERN: \"C\" void glUniform2i( int location, int v0, int v1 );", "	( location v0 v1 -- )" );
	swigFunction( "c-function glUniform2iv glUniform2iv n n a -- void", "FUNCTION: glUniform2iv ( location count value -- void )", "EXTERN: \"C\" void glUniform2iv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform3f glUniform3f n r r r -- void", "FUNCTION: glUniform3f ( location v0 v1 v2 -- void )", "EXTERN: \"C\" void glUniform3f( int location, float v0, float v1, float v2 );", "	( location v0 v1 v2 -- )" );
	swigFunction( "c-function glUniform3fv glUniform3fv n n a -- void", "FUNCTION: glUniform3fv ( location count value -- void )", "EXTERN: \"C\" void glUniform3fv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform3i glUniform3i n n n n -- void", "FUNCTION: glUniform3i ( location v0 v1 v2 -- void )", "EXTERN: \"C\" void glUniform3i( int location, int v0, int v1, int v2 );", "	( location v0 v1 v2 -- )" );
	swigFunction( "c-function glUniform3iv glUniform3iv n n a -- void", "FUNCTION: glUniform3iv ( location count value -- void )", "EXTERN: \"C\" void glUniform3iv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform4f glUniform4f n r r r r -- void", "FUNCTION: glUniform4f ( location v0 v1 v2 v3 -- void )", "EXTERN: \"C\" void glUniform4f( int location, float v0, float v1, float v2, float v3 );", "	( location v0 v1 v2 v3 -- )" );
	swigFunction( "c-function glUniform4fv glUniform4fv n n a -- void", "FUNCTION: glUniform4fv ( location count value -- void )", "EXTERN: \"C\" void glUniform4fv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniform4i glUniform4i n n n n n -- void", "FUNCTION: glUniform4i ( location v0 v1 v2 v3 -- void )", "EXTERN: \"C\" void glUniform4i( int location, int v0, int v1, int v2, int v3 );", "	( location v0 v1 v2 v3 -- )" );
	swigFunction( "c-function glUniform4iv glUniform4iv n n a -- void", "FUNCTION: glUniform4iv ( location count value -- void )", "EXTERN: \"C\" void glUniform4iv( int location, int count, void * value );", "	( location count value -- )" );
	swigFunction( "c-function glUniformMatrix2fv glUniformMatrix2fv n n u a -- void", "FUNCTION: glUniformMatrix2fv ( location count transpose value -- void )", "EXTERN: \"C\" void glUniformMatrix2fv( int location, int count, char transpose, void * value );", "	( location count transpose value -- )" );
	swigFunction( "c-function glUniformMatrix3fv glUniformMatrix3fv n n u a -- void", "FUNCTION: glUniformMatrix3fv ( location count transpose value -- void )", "EXTERN: \"C\" void glUniformMatrix3fv( int location, int count, char transpose, void * value );", "	( location count transpose value -- )" );
	swigFunction( "c-function glUniformMatrix4fv glUniformMatrix4fv n n u a -- void", "FUNCTION: glUniformMatrix4fv ( location count transpose value -- void )", "EXTERN: \"C\" void glUniformMatrix4fv( int location, int count, char transpose, void * value );", "	( location count transpose value -- )" );
	swigFunction( "c-function glUseProgram glUseProgram u -- void", "FUNCTION: glUseProgram ( program -- void )", "EXTERN: \"C\" void glUseProgram( int program );", "	( program -- )" );
	swigFunction( "c-function glValidateProgram glValidateProgram u -- void", "FUNCTION: glValidateProgram ( program -- void )", "EXTERN: \"C\" void glValidateProgram( int program );", "	( program -- )" );
	swigFunction( "c-function glVertexAttrib1f glVertexAttrib1f u r -- void", "FUNCTION: glVertexAttrib1f ( index x -- void )", "EXTERN: \"C\" void glVertexAttrib1f( int index, float x );", "	( index x -- )" );
	swigFunction( "c-function glVertexAttrib1fv glVertexAttrib1fv u a -- void", "FUNCTION: glVertexAttrib1fv ( index v -- void )", "EXTERN: \"C\" void glVertexAttrib1fv( int index, void * v );", "	( index v -- )" );
	swigFunction( "c-function glVertexAttrib2f glVertexAttrib2f u r r -- void", "FUNCTION: glVertexAttrib2f ( index x y -- void )", "EXTERN: \"C\" void glVertexAttrib2f( int index, float x, float y );", "	( index x y -- )" );
	swigFunction( "c-function glVertexAttrib2fv glVertexAttrib2fv u a -- void", "FUNCTION: glVertexAttrib2fv ( index v -- void )", "EXTERN: \"C\" void glVertexAttrib2fv( int index, void * v );", "	( index v -- )" );
	swigFunction( "c-function glVertexAttrib3f glVertexAttrib3f u r r r -- void", "FUNCTION: glVertexAttrib3f ( index x y z -- void )", "EXTERN: \"C\" void glVertexAttrib3f( int index, float x, float y, float z );", "	( index x y z -- )" );
	swigFunction( "c-function glVertexAttrib3fv glVertexAttrib3fv u a -- void", "FUNCTION: glVertexAttrib3fv ( index v -- void )", "EXTERN: \"C\" void glVertexAttrib3fv( int index, void * v );", "	( index v -- )" );
	swigFunction( "c-function glVertexAttrib4f glVertexAttrib4f u r r r r -- void", "FUNCTION: glVertexAttrib4f ( index x y z w -- void )", "EXTERN: \"C\" void glVertexAttrib4f( int index, float x, float y, float z, float w );", "	( index x y z w -- )" );
	swigFunction( "c-function glVertexAttrib4fv glVertexAttrib4fv u a -- void", "FUNCTION: glVertexAttrib4fv ( index v -- void )", "EXTERN: \"C\" void glVertexAttrib4fv( int index, void * v );", "	( index v -- )" );
	swigFunction( "c-function glVertexAttribPointer glVertexAttribPointer u n u u n a -- void", "FUNCTION: glVertexAttribPointer ( index size type normalized stride pointer -- void )", "EXTERN: \"C\" void glVertexAttribPointer( int index, int size, int type, char normalized, int stride, void * pointer );", "	( index size type normalized stride pointer -- )" );
	swigFunction( "c-function glViewport glViewport n n n n -- void", "FUNCTION: glViewport ( x y width height -- void )", "EXTERN: \"C\" void glViewport( int x, int y, int width, int height );", "	( x y width height -- )" );

	swigNewline();

	swigComment("----===< postfix >===-----\n");

	swigPrint( "end-c-library", "( none )", "( none )" );
	
	return 0;
} /* end of main */



