text: 
  #include "Binding_pch.h"
  
  
  using namespace gl;
  
  
  namespace glbinding
  {
  Function<void, GLfloat, GLboolean> Binding::SampleCoverage("glSampleCoverage");
  Function<void, GLfloat, GLboolean> Binding::SampleCoverageARB("glSampleCoverageARB");
  Function<void, GLuint, GLuint, GLenum> Binding::SampleMapATI("glSampleMapATI");
  Function<void, GLclampf, GLboolean> Binding::SampleMaskEXT("glSampleMaskEXT");
  Function<void, GLuint, GLbitfield> Binding::SampleMaskIndexedNV("glSampleMaskIndexedNV");
  Function<void, GLclampf, GLboolean> Binding::SampleMaskSGIS("glSampleMaskSGIS");
  Function<void, GLuint, GLbitfield> Binding::SampleMaski("glSampleMaski");
  Function<void, GLenum> Binding::SamplePatternEXT("glSamplePatternEXT");
  Function<void, GLenum> Binding::SamplePatternSGIS("glSamplePatternSGIS");
  Function<void, GLuint, GLenum, const GLint*> Binding::SamplerParameterIiv("glSamplerParameterIiv");
  Function<void, GLuint, GLenum, const GLuint*> Binding::SamplerParameterIuiv("glSamplerParameterIuiv");
  Function<void, GLuint, GLenum, GLfloat> Binding::SamplerParameterf("glSamplerParameterf");
  Function<void, GLuint, GLenum, const GLfloat*> Binding::SamplerParameterfv("glSamplerParameterfv");
  Function<void, GLuint, GLenum, GLint> Binding::SamplerParameteri("glSamplerParameteri");
  Function<void, GLuint, GLenum, const GLint*> Binding::SamplerParameteriv("glSamplerParameteriv");
  Function<void, GLdouble, GLdouble, GLdouble> Binding::Scaled("glScaled");
  Function<void, GLfloat, GLfloat, GLfloat> Binding::Scalef("glScalef");
  Function<void, GLfixed, GLfixed, GLfixed> Binding::ScalexOES("glScalexOES");
  Function<void, GLint, GLint, GLsizei, GLsizei> Binding::Scissor("glScissor");
  Function<void, GLuint, GLsizei, const GLint*> Binding::ScissorArrayv("glScissorArrayv");
  Function<void, GLuint, GLint, GLint, GLsizei, GLsizei> Binding::ScissorIndexed("glScissorIndexed");
  Function<void, GLuint, const GLint*> Binding::ScissorIndexedv("glScissorIndexedv");
  Function<void, GLbyte, GLbyte, GLbyte> Binding::SecondaryColor3b("glSecondaryColor3b");
  Function<void, GLbyte, GLbyte, GLbyte> Binding::SecondaryColor3bEXT("glSecondaryColor3bEXT");
  Function<void, const GLbyte*> Binding::SecondaryColor3bv("glSecondaryColor3bv");
  Function<void, const GLbyte*> Binding::SecondaryColor3bvEXT("glSecondaryColor3bvEXT");
  Function<void, GLdouble, GLdouble, GLdouble> Binding::SecondaryColor3d("glSecondaryColor3d");
  Function<void, GLdouble, GLdouble, GLdouble> Binding::SecondaryColor3dEXT("glSecondaryColor3dEXT");
  Function<void, const GLdouble*> Binding::SecondaryColor3dv("glSecondaryColor3dv");
  Function<void, const GLdouble*> Binding::SecondaryColor3dvEXT("glSecondaryColor3dvEXT");
  Function<void, GLfloat, GLfloat, GLfloat> Binding::SecondaryColor3f("glSecondaryColor3f");
  Function<void, GLfloat, GLfloat, GLfloat> Binding::SecondaryColor3fEXT("glSecondaryColor3fEXT");
  Function<void, const GLfloat*> Binding::SecondaryColor3fv("glSecondaryColor3fv");
  Function<void, const GLfloat*> Binding::SecondaryColor3fvEXT("glSecondaryColor3fvEXT");
  Function<void, GLhalfNV, GLhalfNV, GLhalfNV> Binding::SecondaryColor3hNV("glSecondaryColor3hNV");
  Function<void, const GLhalfNV*> Binding::SecondaryColor3hvNV("glSecondaryColor3hvNV");
  Function<void, GLint, GLint, GLint> Binding::SecondaryColor3i("glSecondaryColor3i");
  Function<void, GLint, GLint, GLint> Binding::SecondaryColor3iEXT("glSecondaryColor3iEXT");
  Function<void, const GLint*> Binding::SecondaryColor3iv("glSecondaryColor3iv");
  Function<void, const GLint*> Binding::SecondaryColor3ivEXT("glSecondaryColor3ivEXT");
  Function<void, GLshort, GLshort, GLshort> Binding::SecondaryColor3s("glSecondaryColor3s");
  Function<void, GLshort, GLshort, GLshort> Binding::SecondaryColor3sEXT("glSecondaryColor3sEXT");
  Function<void, const GLshort*> Binding::SecondaryColor3sv("glSecondaryColor3sv");
  Function<void, const GLshort*> Binding::SecondaryColor3svEXT("glSecondaryColor3svEXT");
  Function<void, GLubyte, GLubyte, GLubyte> Binding::SecondaryColor3ub("glSecondaryColor3ub");
  Function<void, GLubyte, GLubyte, GLubyte> Binding::SecondaryColor3ubEXT("glSecondaryColor3ubEXT");
  Function<void, const GLubyte*> Binding::SecondaryColor3ubv("glSecondaryColor3ubv");
  Function<void, const GLubyte*> Binding::SecondaryColor3ubvEXT("glSecondaryColor3ubvEXT");
  Function<void, GLuint, GLuint, GLuint> Binding::SecondaryColor3ui("glSecondaryColor3ui");
  Function<void, GLuint, GLuint, GLuint> Binding::SecondaryColor3uiEXT("glSecondaryColor3uiEXT");
  Function<void, const GLuint*> Binding::SecondaryColor3uiv("glSecondaryColor3uiv");
  Function<void, const GLuint*> Binding::SecondaryColor3uivEXT("glSecondaryColor3uivEXT");
  Function<void, GLushort, GLushort, GLushort> Binding::SecondaryColor3us("glSecondaryColor3us");
  Function<void, GLushort, GLushort, GLushort> Binding::SecondaryColor3usEXT("glSecondaryColor3usEXT");
  Function<void, const GLushort*> Binding::SecondaryColor3usv("glSecondaryColor3usv");
  Function<void, const GLushort*> Binding::SecondaryColor3usvEXT("glSecondaryColor3usvEXT");
  Function<void, GLint, GLenum, GLsizei> Binding::SecondaryColorFormatNV("glSecondaryColorFormatNV");
  Function<void, GLenum, GLuint> Binding::SecondaryColorP3ui("glSecondaryColorP3ui");
  Function<void, GLenum, const GLuint*> Binding::SecondaryColorP3uiv("glSecondaryColorP3uiv");
  Function<void, GLint, GLenum, GLsizei, const void*> Binding::SecondaryColorPointer("glSecondaryColorPointer");
  Function<void, GLint, GLenum, GLsizei, const void*> Binding::SecondaryColorPointerEXT("glSecondaryColorPointerEXT");
  Function<void, GLint, GLenum, GLint, const void**, GLint> Binding::SecondaryColorPointerListIBM(
      "glSecondaryColorPointerListIBM");
  Function<void, GLsizei, GLuint*> Binding::SelectBuffer("glSelectBuffer");
  Function<void, GLuint, GLboolean, GLuint, GLint, GLuint*> Binding::SelectPerfMonitorCountersAMD(
      "glSelectPerfMonitorCountersAMD");
  Function<void, GLuint, GLenum, const GLuint64*> Binding::SemaphoreParameterui64vEXT("glSemaphoreParameterui64vEXT");
  Function<void, GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const void*, const void*> Binding::SeparableFilter2D(
      "glSeparableFilter2D");
  Function<void, GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const void*, const void*>
      Binding::SeparableFilter2DEXT("glSeparableFilter2DEXT");
  Function<void, GLuint> Binding::SetFenceAPPLE("glSetFenceAPPLE");
  Function<void, GLuint, GLenum> Binding::SetFenceNV("glSetFenceNV");
  Function<void, GLuint, const GLfloat*> Binding::SetFragmentShaderConstantATI("glSetFragmentShaderConstantATI");
  Function<void, GLuint, GLenum, const void*> Binding::SetInvariantEXT("glSetInvariantEXT");
  Function<void, GLuint, GLenum, const void*> Binding::SetLocalConstantEXT("glSetLocalConstantEXT");
  Function<void, GLenum, GLuint, const GLfloat*> Binding::SetMultisamplefvAMD("glSetMultisamplefvAMD");
  Function<void, GLenum> Binding::ShadeModel("glShadeModel");
  Function<void, GLsizei, const GLuint*, GLenum, const void*, GLsizei> Binding::ShaderBinary("glShaderBinary");
  Function<void, GLenum, GLuint, GLuint> Binding::ShaderOp1EXT("glShaderOp1EXT");
  Function<void, GLenum, GLuint, GLuint, GLuint> Binding::ShaderOp2EXT("glShaderOp2EXT");
  Function<void, GLenum, GLuint, GLuint, GLuint, GLuint> Binding::ShaderOp3EXT("glShaderOp3EXT");
  Function<void, GLuint, GLsizei, const GLchar* const*, const GLint*> Binding::ShaderSource("glShaderSource");
  Function<void, GLhandleARB, GLsizei, const GLcharARB**, const GLint*> Binding::ShaderSourceARB("glShaderSourceARB");
  Function<void, GLuint, GLuint, GLuint> Binding::ShaderStorageBlockBinding("glShaderStorageBlockBinding");
  Function<void, GLenum, GLsizei, const GLfloat*> Binding::SharpenTexFuncSGIS("glSharpenTexFuncSGIS");
  Function<void, GLuint, GLuint, const GLuint*, GLuint, const GLuint*, const GLenum*> Binding::SignalSemaphoreEXT(
      "glSignalSemaphoreEXT");
  Function<void, GLuint64> Binding::SignalVkFenceNV("glSignalVkFenceNV");
  Function<void, GLuint64> Binding::SignalVkSemaphoreNV("glSignalVkSemaphoreNV");
  Function<void, GLuint, const GLchar*, GLuint, const GLuint*, const GLuint*> Binding::SpecializeShader(
      "glSpecializeShader");
  Function<void, GLuint, const GLchar*, GLuint, const GLuint*, const GLuint*> Binding::SpecializeShaderARB(
      "glSpecializeShaderARB");
  Function<void, GLenum, GLfloat> Binding::SpriteParameterfSGIX("glSpriteParameterfSGIX");
  Function<void, GLenum, const GLfloat*> Binding::SpriteParameterfvSGIX("glSpriteParameterfvSGIX");
  Function<void, GLenum, GLint> Binding::SpriteParameteriSGIX("glSpriteParameteriSGIX");
  Function<void, GLenum, const GLint*> Binding::SpriteParameterivSGIX("glSpriteParameterivSGIX");
  Function<void> Binding::StartInstrumentsSGIX("glStartInstrumentsSGIX");
  Function<void, GLuint, GLenum> Binding::StateCaptureNV("glStateCaptureNV");
  Function<void, GLsizei, GLuint> Binding::StencilClearTagEXT("glStencilClearTagEXT");
  Function<void, GLsizei, GLenum, const void*, GLuint, GLenum, GLuint, GLenum, const GLfloat*>
      Binding::StencilFillPathInstancedNV("glStencilFillPathInstancedNV");
  Function<void, GLuint, GLenum, GLuint> Binding::StencilFillPathNV("glStencilFillPathNV");
  Function<void, GLenum, GLint, GLuint> Binding::StencilFunc("glStencilFunc");
  Function<void, GLenum, GLenum, GLint, GLuint> Binding::StencilFuncSeparate("glStencilFuncSeparate");
  Function<void, GLenum, GLenum, GLint, GLuint> Binding::StencilFuncSeparateATI("glStencilFuncSeparateATI");
  Function<void, GLuint> Binding::StencilMask("glStencilMask");
  Function<void, GLenum, GLuint> Binding::StencilMaskSeparate("glStencilMaskSeparate");
  Function<void, GLenum, GLenum, GLenum> Binding::StencilOp("glStencilOp");
  Function<void, GLenum, GLenum, GLenum, GLenum> Binding::StencilOpSeparate("glStencilOpSeparate");
  Function<void, GLenum, GLenum, GLenum, GLenum> Binding::StencilOpSeparateATI("glStencilOpSeparateATI");
  Function<void, GLenum, GLuint> Binding::StencilOpValueAMD("glStencilOpValueAMD");
  Function<void, GLsizei, GLenum, const void*, GLuint, GLint, GLuint, GLenum, const GLfloat*>
      Binding::StencilStrokePathInstancedNV("glStencilStrokePathInstancedNV");
  Function<void, GLuint, GLint, GLuint> Binding::StencilStrokePathNV("glStencilStrokePathNV");
  Function<void, GLsizei, GLenum, const void*, GLuint, GLenum, GLuint, GLenum, GLenum, const GLfloat*>
      Binding::StencilThenCoverFillPathInstancedNV("glStencilThenCoverFillPathInstancedNV");
  Function<void, GLuint, GLenum, GLuint, GLenum> Binding::StencilThenCoverFillPathNV("glStencilThenCoverFillPathNV");
  Function<void, GLsizei, GLenum, const void*, GLuint, GLint, GLuint, GLenum, GLenum, const GLfloat*>
      Binding::StencilThenCoverStrokePathInstancedNV("glStencilThenCoverStrokePathInstancedNV");
  Function<void, GLuint, GLint, GLuint, GLenum> Binding::StencilThenCoverStrokePathNV("glStencilThenCoverStrokePathNV");
  Function<void, GLint> Binding::StopInstrumentsSGIX("glStopInstrumentsSGIX");
  Function<void, GLsizei, const void*> Binding::StringMarkerGREMEDY("glStringMarkerGREMEDY");
  Function<void, GLuint, GLuint> Binding::SubpixelPrecisionBiasNV("glSubpixelPrecisionBiasNV");
  Function<void, GLuint, GLuint, GLenum, GLenum, GLenum, GLenum> Binding::SwizzleEXT("glSwizzleEXT");
  Function<void, GLuint> Binding::SyncTextureINTEL("glSyncTextureINTEL");
  
  
  
  }  // namespace glbinding
  