{-# LANGUAGE CPP, ScopedTypeVariables, PatternSynonyms #-}
module Graphics.GL.Ext.NV.TextureShader (
gl_NV_texture_shader
, pattern GL_CONST_EYE_NV
, pattern GL_CULL_FRAGMENT_NV
, pattern GL_CULL_MODES_NV
, pattern GL_DEPENDENT_AR_TEXTURE_2D_NV
, pattern GL_DEPENDENT_GB_TEXTURE_2D_NV
, pattern GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV
, pattern GL_DOT_PRODUCT_DEPTH_REPLACE_NV
, pattern GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
, pattern GL_DOT_PRODUCT_NV
, pattern GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
, pattern GL_DOT_PRODUCT_TEXTURE_2D_NV
, pattern GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV
, pattern GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV
, pattern GL_DSDT8_MAG8_INTENSITY8_NV
, pattern GL_DSDT8_MAG8_NV
, pattern GL_DSDT8_NV
, pattern GL_DSDT_MAG_INTENSITY_NV
, pattern GL_DSDT_MAG_NV
, pattern GL_DSDT_MAG_VIB_NV
, pattern GL_DSDT_NV
, pattern GL_DS_BIAS_NV
, pattern GL_DS_SCALE_NV
, pattern GL_DT_BIAS_NV
, pattern GL_DT_SCALE_NV
, pattern GL_HILO16_NV
, pattern GL_HILO_NV
, pattern GL_HI_BIAS_NV
, pattern GL_HI_SCALE_NV
, pattern GL_LO_BIAS_NV
, pattern GL_LO_SCALE_NV
, pattern GL_MAGNITUDE_BIAS_NV
, pattern GL_MAGNITUDE_SCALE_NV
, pattern GL_OFFSET_TEXTURE_2D_BIAS_NV
, pattern GL_OFFSET_TEXTURE_2D_MATRIX_NV
, pattern GL_OFFSET_TEXTURE_2D_NV
, pattern GL_OFFSET_TEXTURE_2D_SCALE_NV
, pattern GL_OFFSET_TEXTURE_BIAS_NV
, pattern GL_OFFSET_TEXTURE_MATRIX_NV
, pattern GL_OFFSET_TEXTURE_RECTANGLE_NV
, pattern GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV
, pattern GL_OFFSET_TEXTURE_SCALE_NV
, pattern GL_PASS_THROUGH_NV
, pattern GL_PREVIOUS_TEXTURE_INPUT_NV
, pattern GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV
, pattern GL_SHADER_CONSISTENT_NV
, pattern GL_SHADER_OPERATION_NV
, pattern GL_SIGNED_ALPHA8_NV
, pattern GL_SIGNED_ALPHA_NV
, pattern GL_SIGNED_HILO16_NV
, pattern GL_SIGNED_HILO_NV
, pattern GL_SIGNED_INTENSITY8_NV
, pattern GL_SIGNED_INTENSITY_NV
, pattern GL_SIGNED_LUMINANCE8_ALPHA8_NV
, pattern GL_SIGNED_LUMINANCE8_NV
, pattern GL_SIGNED_LUMINANCE_ALPHA_NV
, pattern GL_SIGNED_LUMINANCE_NV
, pattern GL_SIGNED_RGB8_NV
, pattern GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV
, pattern GL_SIGNED_RGBA8_NV
, pattern GL_SIGNED_RGBA_NV
, pattern GL_SIGNED_RGB_NV
, pattern GL_SIGNED_RGB_UNSIGNED_ALPHA_NV
, pattern GL_TEXTURE_BORDER_VALUES_NV
, pattern GL_TEXTURE_DS_SIZE_NV
, pattern GL_TEXTURE_DT_SIZE_NV
, pattern GL_TEXTURE_HI_SIZE_NV
, pattern GL_TEXTURE_LO_SIZE_NV
, pattern GL_TEXTURE_MAG_SIZE_NV
, pattern GL_TEXTURE_SHADER_NV
, pattern GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
, pattern GL_UNSIGNED_INT_S8_S8_8_8_NV
, pattern GL_VIBRANCE_BIAS_NV
, pattern GL_VIBRANCE_SCALE_NV
) where
import Data.Set
import Graphics.GL.Internal.Proc
gl_NV_texture_shader :: Bool
gl_NV_texture_shader :: Bool
gl_NV_texture_shader = [Char] -> Set [Char] -> Bool
forall a. Ord a => a -> Set a -> Bool
member "GL_NV_texture_shader" Set [Char]
extensions
{-# NOINLINE gl_NV_texture_shader #-}
pattern $bGL_CONST_EYE_NV :: a
$mGL_CONST_EYE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_CONST_EYE_NV = 0x86E5
pattern $bGL_CULL_FRAGMENT_NV :: a
$mGL_CULL_FRAGMENT_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_CULL_FRAGMENT_NV = 0x86E7
pattern $bGL_CULL_MODES_NV :: a
$mGL_CULL_MODES_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_CULL_MODES_NV = 0x86E0
pattern $bGL_DEPENDENT_AR_TEXTURE_2D_NV :: a
$mGL_DEPENDENT_AR_TEXTURE_2D_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DEPENDENT_AR_TEXTURE_2D_NV = 0x86E9
pattern $bGL_DEPENDENT_GB_TEXTURE_2D_NV :: a
$mGL_DEPENDENT_GB_TEXTURE_2D_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DEPENDENT_GB_TEXTURE_2D_NV = 0x86EA
pattern $bGL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV :: a
$mGL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV = 0x86F3
pattern $bGL_DOT_PRODUCT_DEPTH_REPLACE_NV :: a
$mGL_DOT_PRODUCT_DEPTH_REPLACE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_DEPTH_REPLACE_NV = 0x86ED
pattern $bGL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV :: a
$mGL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV = 0x86F1
pattern $bGL_DOT_PRODUCT_NV :: a
$mGL_DOT_PRODUCT_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_NV = 0x86EC
pattern $bGL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV :: a
$mGL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV = 0x86F2
pattern $bGL_DOT_PRODUCT_TEXTURE_2D_NV :: a
$mGL_DOT_PRODUCT_TEXTURE_2D_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_TEXTURE_2D_NV = 0x86EE
pattern $bGL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV :: a
$mGL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV = 0x86F0
pattern $bGL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV :: a
$mGL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV = 0x864E
pattern $bGL_DSDT8_MAG8_INTENSITY8_NV :: a
$mGL_DSDT8_MAG8_INTENSITY8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT8_MAG8_INTENSITY8_NV = 0x870B
pattern $bGL_DSDT8_MAG8_NV :: a
$mGL_DSDT8_MAG8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT8_MAG8_NV = 0x870A
pattern $bGL_DSDT8_NV :: a
$mGL_DSDT8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT8_NV = 0x8709
pattern $bGL_DSDT_MAG_INTENSITY_NV :: a
$mGL_DSDT_MAG_INTENSITY_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT_MAG_INTENSITY_NV = 0x86DC
pattern $bGL_DSDT_MAG_NV :: a
$mGL_DSDT_MAG_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT_MAG_NV = 0x86F6
pattern $bGL_DSDT_MAG_VIB_NV :: a
$mGL_DSDT_MAG_VIB_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT_MAG_VIB_NV = 0x86F7
pattern $bGL_DSDT_NV :: a
$mGL_DSDT_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DSDT_NV = 0x86F5
pattern $bGL_DS_BIAS_NV :: a
$mGL_DS_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DS_BIAS_NV = 0x8716
pattern $bGL_DS_SCALE_NV :: a
$mGL_DS_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DS_SCALE_NV = 0x8710
pattern $bGL_DT_BIAS_NV :: a
$mGL_DT_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DT_BIAS_NV = 0x8717
pattern $bGL_DT_SCALE_NV :: a
$mGL_DT_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_DT_SCALE_NV = 0x8711
pattern $bGL_HILO16_NV :: a
$mGL_HILO16_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HILO16_NV = 0x86F8
pattern $bGL_HILO_NV :: a
$mGL_HILO_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HILO_NV = 0x86F4
pattern $bGL_HI_BIAS_NV :: a
$mGL_HI_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HI_BIAS_NV = 0x8714
pattern $bGL_HI_SCALE_NV :: a
$mGL_HI_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_HI_SCALE_NV = 0x870E
pattern $bGL_LO_BIAS_NV :: a
$mGL_LO_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_LO_BIAS_NV = 0x8715
pattern $bGL_LO_SCALE_NV :: a
$mGL_LO_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_LO_SCALE_NV = 0x870F
pattern $bGL_MAGNITUDE_BIAS_NV :: a
$mGL_MAGNITUDE_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_MAGNITUDE_BIAS_NV = 0x8718
pattern $bGL_MAGNITUDE_SCALE_NV :: a
$mGL_MAGNITUDE_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_MAGNITUDE_SCALE_NV = 0x8712
pattern $bGL_OFFSET_TEXTURE_2D_BIAS_NV :: a
$mGL_OFFSET_TEXTURE_2D_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_2D_BIAS_NV = 0x86E3
pattern $bGL_OFFSET_TEXTURE_2D_MATRIX_NV :: a
$mGL_OFFSET_TEXTURE_2D_MATRIX_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_2D_MATRIX_NV = 0x86E1
pattern $bGL_OFFSET_TEXTURE_2D_NV :: a
$mGL_OFFSET_TEXTURE_2D_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_2D_NV = 0x86E8
pattern $bGL_OFFSET_TEXTURE_2D_SCALE_NV :: a
$mGL_OFFSET_TEXTURE_2D_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_2D_SCALE_NV = 0x86E2
pattern $bGL_OFFSET_TEXTURE_BIAS_NV :: a
$mGL_OFFSET_TEXTURE_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_BIAS_NV = 0x86E3
pattern $bGL_OFFSET_TEXTURE_MATRIX_NV :: a
$mGL_OFFSET_TEXTURE_MATRIX_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_MATRIX_NV = 0x86E1
pattern $bGL_OFFSET_TEXTURE_RECTANGLE_NV :: a
$mGL_OFFSET_TEXTURE_RECTANGLE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_RECTANGLE_NV = 0x864C
pattern $bGL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV :: a
$mGL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV = 0x864D
pattern $bGL_OFFSET_TEXTURE_SCALE_NV :: a
$mGL_OFFSET_TEXTURE_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_OFFSET_TEXTURE_SCALE_NV = 0x86E2
pattern $bGL_PASS_THROUGH_NV :: a
$mGL_PASS_THROUGH_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_PASS_THROUGH_NV = 0x86E6
pattern $bGL_PREVIOUS_TEXTURE_INPUT_NV :: a
$mGL_PREVIOUS_TEXTURE_INPUT_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_PREVIOUS_TEXTURE_INPUT_NV = 0x86E4
pattern $bGL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV :: a
$mGL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV = 0x86D9
pattern $bGL_SHADER_CONSISTENT_NV :: a
$mGL_SHADER_CONSISTENT_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SHADER_CONSISTENT_NV = 0x86DD
pattern $bGL_SHADER_OPERATION_NV :: a
$mGL_SHADER_OPERATION_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SHADER_OPERATION_NV = 0x86DF
pattern $bGL_SIGNED_ALPHA8_NV :: a
$mGL_SIGNED_ALPHA8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_ALPHA8_NV = 0x8706
pattern $bGL_SIGNED_ALPHA_NV :: a
$mGL_SIGNED_ALPHA_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_ALPHA_NV = 0x8705
pattern $bGL_SIGNED_HILO16_NV :: a
$mGL_SIGNED_HILO16_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_HILO16_NV = 0x86FA
pattern $bGL_SIGNED_HILO_NV :: a
$mGL_SIGNED_HILO_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_HILO_NV = 0x86F9
pattern $bGL_SIGNED_INTENSITY8_NV :: a
$mGL_SIGNED_INTENSITY8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_INTENSITY8_NV = 0x8708
pattern $bGL_SIGNED_INTENSITY_NV :: a
$mGL_SIGNED_INTENSITY_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_INTENSITY_NV = 0x8707
pattern $bGL_SIGNED_LUMINANCE8_ALPHA8_NV :: a
$mGL_SIGNED_LUMINANCE8_ALPHA8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_LUMINANCE8_ALPHA8_NV = 0x8704
pattern $bGL_SIGNED_LUMINANCE8_NV :: a
$mGL_SIGNED_LUMINANCE8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_LUMINANCE8_NV = 0x8702
pattern $bGL_SIGNED_LUMINANCE_ALPHA_NV :: a
$mGL_SIGNED_LUMINANCE_ALPHA_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_LUMINANCE_ALPHA_NV = 0x8703
pattern $bGL_SIGNED_LUMINANCE_NV :: a
$mGL_SIGNED_LUMINANCE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_LUMINANCE_NV = 0x8701
pattern $bGL_SIGNED_RGB8_NV :: a
$mGL_SIGNED_RGB8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGB8_NV = 0x86FF
pattern $bGL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV :: a
$mGL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV = 0x870D
pattern $bGL_SIGNED_RGBA8_NV :: a
$mGL_SIGNED_RGBA8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGBA8_NV = 0x86FC
pattern $bGL_SIGNED_RGBA_NV :: a
$mGL_SIGNED_RGBA_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGBA_NV = 0x86FB
pattern $bGL_SIGNED_RGB_NV :: a
$mGL_SIGNED_RGB_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGB_NV = 0x86FE
pattern $bGL_SIGNED_RGB_UNSIGNED_ALPHA_NV :: a
$mGL_SIGNED_RGB_UNSIGNED_ALPHA_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_SIGNED_RGB_UNSIGNED_ALPHA_NV = 0x870C
pattern $bGL_TEXTURE_BORDER_VALUES_NV :: a
$mGL_TEXTURE_BORDER_VALUES_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_BORDER_VALUES_NV = 0x871A
pattern $bGL_TEXTURE_DS_SIZE_NV :: a
$mGL_TEXTURE_DS_SIZE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_DS_SIZE_NV = 0x871D
pattern $bGL_TEXTURE_DT_SIZE_NV :: a
$mGL_TEXTURE_DT_SIZE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_DT_SIZE_NV = 0x871E
pattern $bGL_TEXTURE_HI_SIZE_NV :: a
$mGL_TEXTURE_HI_SIZE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_HI_SIZE_NV = 0x871B
pattern $bGL_TEXTURE_LO_SIZE_NV :: a
$mGL_TEXTURE_LO_SIZE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_LO_SIZE_NV = 0x871C
pattern $bGL_TEXTURE_MAG_SIZE_NV :: a
$mGL_TEXTURE_MAG_SIZE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_MAG_SIZE_NV = 0x871F
pattern $bGL_TEXTURE_SHADER_NV :: a
$mGL_TEXTURE_SHADER_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_TEXTURE_SHADER_NV = 0x86DE
pattern $bGL_UNSIGNED_INT_8_8_S8_S8_REV_NV :: a
$mGL_UNSIGNED_INT_8_8_S8_S8_REV_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_UNSIGNED_INT_8_8_S8_S8_REV_NV = 0x86DB
pattern $bGL_UNSIGNED_INT_S8_S8_8_8_NV :: a
$mGL_UNSIGNED_INT_S8_S8_8_8_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_UNSIGNED_INT_S8_S8_8_8_NV = 0x86DA
pattern $bGL_VIBRANCE_BIAS_NV :: a
$mGL_VIBRANCE_BIAS_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_VIBRANCE_BIAS_NV = 0x8719
pattern $bGL_VIBRANCE_SCALE_NV :: a
$mGL_VIBRANCE_SCALE_NV :: forall r a. (Eq a, Num a) => a -> (Void# -> r) -> (Void# -> r) -> r
GL_VIBRANCE_SCALE_NV = 0x8713