text: const getColorConstant = type => GPUColorWrite[type];
  export const redColorWrite = getColorConstant("RED");
  export const greenColorWrite = getColorConstant("GREEN");
  export const blueColorWrite = getColorConstant("BLUE");
  export const alphaColorWrite = getColorConstant("ALPHA");
  export const allColorWrite = getColorConstant("ALL");
  
  const getBufferConstant = type => GPUBufferUsage[type];
  export const mapReadBufferUsage = getBufferConstant("MAP_READ");
  export const mapWriteBufferUsage = getBufferConstant("MAP_WRITE");
  export const copySourceBufferUsage = getBufferConstant("COPY_SRC");
  export const copyDestinationBufferUsage = getBufferConstant("COPY_DST");
  export const indexBufferUsage = getBufferConstant("INDEX");
  export const vertexBufferUsage = getBufferConstant("VERTEX");
  export const uniformBufferUsage = getBufferConstant("UNIFORM");
  export const storageBufferUsage = getBufferConstant("STORAGE");
  export const indirectBufferUsage = getBufferConstant("INDIRECT");
  export const queryResolveBufferUsage = getBufferConstant("QUERY_RESOLVE");
  
  const getTextureConstant = type => GPUTextureUsage[type];
  export const copySourceTextureUsage = getTextureConstant("COPY_SRC");
  export const copyDestinationTextureUsage = getTextureConstant("COPY_DST");
  export const textureBindingTextureUsage = getTextureConstant("TEXTURE_BINDING");
  export const storageBindingTextureUsage = getTextureConstant("STORAGE_BINDING");
  export const renderAttachmentTextureUsage = getTextureConstant("RENDER_ATTACHMENT");
  
  const getShaderConstant = type => GPUShaderStage[type];
  export const vertexShaderStage = getShaderConstant("VERTEX");
  export const fragmentShaderStage = getShaderConstant("FRAGMENT");
  export const computeShaderStage = getShaderConstant("COMPUTE");