func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
	syscall.Syscall6(gpGetShaderPrecisionFormat, 4, uintptr(shadertype), uintptr(precisiontype), uintptr(unsafe.Pointer(xrange)), uintptr(unsafe.Pointer(precision)), 0, 0)
}
func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
	syscall.Syscall6(gpGetShaderPrecisionFormat, 4, uintptr(shadertype), uintptr(precisiontype), uintptr(unsafe.Pointer(xrange)), uintptr(unsafe.Pointer(precision)), 0, 0)
}
func GetShaderPrecisionFormat ( shadertype uint32 , precisiontype uint32 , xrange * int32 , precision * int32 ) { syscall . Syscall6 ( gpGetShaderPrecisionFormat , 4 , uintptr ( shadertype ) , uintptr ( precisiontype ) , uintptr ( unsafe . Pointer ( xrange ) ) , uintptr ( unsafe . Pointer ( precision ) ) , 0 , 0 ) }
// 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