text: 
  #pragma once
  
  
  #include <glscbinding/noglsc.h>
  #include <glscbinding/glsc/functions.h>
  
  
  namespace glsc20
  {
  
  // import functions
  using glsc::glActiveTexture;
  using glsc::glBindBuffer;
  using glsc::glBindFramebuffer;
  using glsc::glBindRenderbuffer;
  using glsc::glBindTexture;
  using glsc::glBlendColor;
  using glsc::glBlendEquation;
  using glsc::glBlendEquationSeparate;
  using glsc::glBlendFunc;
  using glsc::glBlendFuncSeparate;
  using glsc::glBufferData;
  using glsc::glBufferSubData;
  using glsc::glCheckFramebufferStatus;
  using glsc::glClear;
  using glsc::glClearColor;
  using glsc::glClearDepthf;
  using glsc::glClearStencil;
  using glsc::glColorMask;
  using glsc::glCompressedTexSubImage2D;
  using glsc::glCreateProgram;
  using glsc::glCullFace;
  using glsc::glDepthFunc;
  using glsc::glDepthMask;
  using glsc::glDepthRangef;
  using glsc::glDisable;
  using glsc::glDisableVertexAttribArray;
  using glsc::glDrawArrays;
  using glsc::glDrawRangeElements;
  using glsc::glEnable;
  using glsc::glEnableVertexAttribArray;
  using glsc::glFinish;
  using glsc::glFlush;
  using glsc::glFramebufferRenderbuffer;
  using glsc::glFramebufferTexture2D;
  using glsc::glFrontFace;
  using glsc::glGenBuffers;
  using glsc::glGenerateMipmap;
  using glsc::glGenFramebuffers;
  using glsc::glGenRenderbuffers;
  using glsc::glGenTextures;
  using glsc::glGetAttribLocation;
  using glsc::glGetBooleanv;
  using glsc::glGetBufferParameteriv;
  using glsc::glGetError;
  using glsc::glGetFloatv;
  using glsc::glGetFramebufferAttachmentParameteriv;
  using glsc::glGetGraphicsResetStatus;
  using glsc::glGetIntegerv;
  using glsc::glGetnUniformfv;
  using glsc::glGetnUniformiv;
  using glsc::glGetProgramiv;
  using glsc::glGetRenderbufferParameteriv;
  using glsc::glGetString;
  using glsc::glGetTexParameterfv;
  using glsc::glGetTexParameteriv;
  using glsc::glGetUniformLocation;
  using glsc::glGetVertexAttribfv;
  using glsc::glGetVertexAttribiv;
  using glsc::glGetVertexAttribPointerv;
  using glsc::glHint;
  using glsc::glIsEnabled;
  using glsc::glLineWidth;
  using glsc::glPixelStorei;
  using glsc::glPolygonOffset;
  using glsc::glProgramBinary;
  using glsc::glReadnPixels;
  using glsc::glRenderbufferStorage;
  using glsc::glSampleCoverage;
  using glsc::glScissor;
  using glsc::glStencilFunc;
  using glsc::glStencilFuncSeparate;
  using glsc::glStencilMask;
  using glsc::glStencilMaskSeparate;
  using glsc::glStencilOp;
  using glsc::glStencilOpSeparate;
  using glsc::glTexParameterf;
  using glsc::glTexParameterfv;
  using glsc::glTexParameteri;
  using glsc::glTexParameteriv;
  using glsc::glTexStorage2D;
  using glsc::glTexSubImage2D;
  using glsc::glUniform1f;
  using glsc::glUniform1fv;
  using glsc::glUniform1i;
  using glsc::glUniform1iv;
  using glsc::glUniform2f;
  using glsc::glUniform2fv;
  using glsc::glUniform2i;
  using glsc::glUniform2iv;
  using glsc::glUniform3f;
  using glsc::glUniform3fv;
  using glsc::glUniform3i;
  using glsc::glUniform3iv;
  using glsc::glUniform4f;
  using glsc::glUniform4fv;
  using glsc::glUniform4i;
  using glsc::glUniform4iv;
  using glsc::glUniformMatrix2fv;
  using glsc::glUniformMatrix3fv;
  using glsc::glUniformMatrix4fv;
  using glsc::glUseProgram;
  using glsc::glVertexAttrib1f;
  using glsc::glVertexAttrib1fv;
  using glsc::glVertexAttrib2f;
  using glsc::glVertexAttrib2fv;
  using glsc::glVertexAttrib3f;
  using glsc::glVertexAttrib3fv;
  using glsc::glVertexAttrib4f;
  using glsc::glVertexAttrib4fv;
  using glsc::glVertexAttribPointer;
  using glsc::glViewport;
  
  } // namespace glsc20