text: define([
          '../Core/freezeObject',
          '../Core/WebGLConstants'
      ], function(
          freezeObject,
          WebGLConstants) {
      'use strict';
  
      /**
       * Enumerates all possible filters used when minifying WebGL textures.
       *
       * @exports TextureMinificationFilter
       *
       * @see TextureMagnificationFilter
       */
      var TextureMinificationFilter = {
          /**
           * Samples the texture by returning the closest pixel.
           *
           * @type {Number}
           * @constant
           */
          NEAREST : WebGLConstants.NEAREST,
          /**
           * Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than <code>NEAREST</code> filtering.
           *
           * @type {Number}
           * @constant
           */
          LINEAR : WebGLConstants.LINEAR,
          /**
           * Selects the nearest mip level and applies nearest sampling within that level.
           * <p>
           * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
           * </p>
           *
           * @type {Number}
           * @constant
           */
          NEAREST_MIPMAP_NEAREST : WebGLConstants.NEAREST_MIPMAP_NEAREST,
          /**
           * Selects the nearest mip level and applies linear sampling within that level.
           * <p>
           * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
           * </p>
           *
           * @type {Number}
           * @constant
           */
          LINEAR_MIPMAP_NEAREST : WebGLConstants.LINEAR_MIPMAP_NEAREST,
          /**
           * Read texture values with nearest sampling from two adjacent mip levels and linearly interpolate the results.
           * <p>
           * This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.
           * </p>
           * <p>
           * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
           * </p>
           *
           * @type {Number}
           * @constant
           */
          NEAREST_MIPMAP_LINEAR : WebGLConstants.NEAREST_MIPMAP_LINEAR,
          /**
           * Read texture values with linear sampling from two adjacent mip levels and linearly interpolate the results.
           * <p>
           * This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.
           * </p>
           * <p>
           * Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.
           * </p>
           * @type {Number}
           * @constant
           */
          LINEAR_MIPMAP_LINEAR : WebGLConstants.LINEAR_MIPMAP_LINEAR,
  
          /**
           * Validates the given <code>textureMinificationFilter</code> with respect to the possible enum values.
           *
           * @private
           *
           * @param textureMinificationFilter
           * @returns {Boolean} <code>true</code> if <code>textureMinificationFilter</code> is valid.
           */
          validate : function(textureMinificationFilter) {
              return ((textureMinificationFilter === TextureMinificationFilter.NEAREST) ||
                      (textureMinificationFilter === TextureMinificationFilter.LINEAR) ||
                      (textureMinificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST) ||
                      (textureMinificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_NEAREST) ||
                      (textureMinificationFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) ||
                      (textureMinificationFilter === TextureMinificationFilter.LINEAR_MIPMAP_LINEAR));
          }
      };
  
      return freezeObject(TextureMinificationFilter);
  });
  