func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
	C.glowGetShaderPrecisionFormat(gpGetShaderPrecisionFormat, (C.GLenum)(shadertype), (C.GLenum)(precisiontype), (*C.GLint)(unsafe.Pointer(xrange)), (*C.GLint)(unsafe.Pointer(precision)))
}
func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
	C.glowGetShaderPrecisionFormat(gpGetShaderPrecisionFormat, (C.GLenum)(shadertype), (C.GLenum)(precisiontype), (*C.GLint)(unsafe.Pointer(xrange)), (*C.GLint)(unsafe.Pointer(precision)))
}
func GetShaderPrecisionFormat ( shadertype uint32 , precisiontype uint32 , xrange * int32 , precision * int32 ) { C . glowGetShaderPrecisionFormat ( gpGetShaderPrecisionFormat , ( C . GLenum ) ( shadertype ) , ( C . GLenum ) ( precisiontype ) , ( * C . GLint ) ( unsafe . Pointer ( xrange ) ) , ( * C . GLint ) ( unsafe . Pointer ( precision ) ) ) }
// retrieve the range and precision for numeric formats supported by the shader compiler
retrieve the range and precision for numeric formats supported by the shader compiler