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let i = 1;

const GLmethod = {};

GLmethod.activeTexture = i++;         //1
GLmethod.attachShader = i++;
GLmethod.bindAttribLocation = i++;
GLmethod.bindBuffer = i++;
GLmethod.bindFramebuffer = i++;
GLmethod.bindRenderbuffer = i++;
GLmethod.bindTexture = i++;
GLmethod.blendColor = i++;
GLmethod.blendEquation = i++;
GLmethod.blendEquationSeparate = i++; //10
GLmethod.blendFunc = i++;
GLmethod.blendFuncSeparate = i++;
GLmethod.bufferData = i++;
GLmethod.bufferSubData = i++;
GLmethod.checkFramebufferStatus = i++;
GLmethod.clear = i++;
GLmethod.clearColor = i++;
GLmethod.clearDepth = i++;
GLmethod.clearStencil = i++;
GLmethod.colorMask = i++;              //20
GLmethod.compileShader = i++;
GLmethod.compressedTexImage2D = i++;
GLmethod.compressedTexSubImage2D = i++;
GLmethod.copyTexImage2D = i++;
GLmethod.copyTexSubImage2D = i++;
GLmethod.createBuffer = i++;
GLmethod.createFramebuffer = i++;
GLmethod.createProgram = i++;
GLmethod.createRenderbuffer = i++;
GLmethod.createShader = i++;           //30
GLmethod.createTexture = i++;
GLmethod.cullFace = i++;
GLmethod.deleteBuffer = i++;
GLmethod.deleteFramebuffer = i++;
GLmethod.deleteProgram = i++;
GLmethod.deleteRenderbuffer = i++;
GLmethod.deleteShader = i++;
GLmethod.deleteTexture = i++;
GLmethod.depthFunc = i++;
GLmethod.depthMask = i++;              //40
GLmethod.depthRange = i++;
GLmethod.detachShader = i++;
GLmethod.disable = i++;
GLmethod.disableVertexAttribArray = i++;
GLmethod.drawArrays = i++;
GLmethod.drawArraysInstancedANGLE = i++;
GLmethod.drawElements = i++;
GLmethod.drawElementsInstancedANGLE = i++;
GLmethod.enable = i++;
GLmethod.enableVertexAttribArray = i++;    //50
GLmethod.flush = i++;
GLmethod.framebufferRenderbuffer = i++;
GLmethod.framebufferTexture2D = i++;
GLmethod.frontFace = i++;
GLmethod.generateMipmap = i++;
GLmethod.getActiveAttrib = i++;
GLmethod.getActiveUniform = i++;
GLmethod.getAttachedShaders = i++;
GLmethod.getAttribLocation = i++;
GLmethod.getBufferParameter = i++;         //60
GLmethod.getContextAttributes = i++;
GLmethod.getError = i++;
GLmethod.getExtension = i++;
GLmethod.getFramebufferAttachmentParameter = i++;
GLmethod.getParameter = i++;
GLmethod.getProgramInfoLog = i++;
GLmethod.getProgramParameter = i++;
GLmethod.getRenderbufferParameter = i++;
GLmethod.getShaderInfoLog = i++;
GLmethod.getShaderParameter = i++;         //70
GLmethod.getShaderPrecisionFormat = i++;
GLmethod.getShaderSource = i++;
GLmethod.getSupportedExtensions = i++;
GLmethod.getTexParameter = i++;
GLmethod.getUniform = i++;
GLmethod.getUniformLocation = i++;
GLmethod.getVertexAttrib = i++;
GLmethod.getVertexAttribOffset = i++;
GLmethod.isBuffer = i++;
GLmethod.isContextLost = i++;              //80
GLmethod.isEnabled = i++;
GLmethod.isFramebuffer = i++;
GLmethod.isProgram = i++;
GLmethod.isRenderbuffer = i++;
GLmethod.isShader = i++;
GLmethod.isTexture = i++;
GLmethod.lineWidth = i++;
GLmethod.linkProgram = i++;
GLmethod.pixelStorei = i++;
GLmethod.polygonOffset = i++;              //90
GLmethod.readPixels = i++;
GLmethod.renderbufferStorage = i++;
GLmethod.sampleCoverage = i++;
GLmethod.scissor = i++;
GLmethod.shaderSource = i++;
GLmethod.stencilFunc = i++;
GLmethod.stencilFuncSeparate = i++;
GLmethod.stencilMask = i++;
GLmethod.stencilMaskSeparate = i++;
GLmethod.stencilOp = i++;                  //100
GLmethod.stencilOpSeparate = i++;
GLmethod.texImage2D = i++;
GLmethod.texParameterf = i++;
GLmethod.texParameteri = i++;
GLmethod.texSubImage2D = i++;
GLmethod.uniform1f = i++;
GLmethod.uniform1fv = i++;
GLmethod.uniform1i = i++;
GLmethod.uniform1iv = i++;
GLmethod.uniform2f = i++;                  //110
GLmethod.uniform2fv = i++;
GLmethod.uniform2i = i++;
GLmethod.uniform2iv = i++;
GLmethod.uniform3f = i++;
GLmethod.uniform3fv = i++;
GLmethod.uniform3i = i++;
GLmethod.uniform3iv = i++;
GLmethod.uniform4f = i++;
GLmethod.uniform4fv = i++;
GLmethod.uniform4i = i++;                  //120
GLmethod.uniform4iv = i++;
GLmethod.uniformMatrix2fv = i++;
GLmethod.uniformMatrix3fv = i++;
GLmethod.uniformMatrix4fv = i++;
GLmethod.useProgram = i++;
GLmethod.validateProgram = i++;
GLmethod.vertexAttrib1f = i++; //new
GLmethod.vertexAttrib2f = i++; //new
GLmethod.vertexAttrib3f = i++; //new
GLmethod.vertexAttrib4f = i++; //new       //130
GLmethod.vertexAttrib1fv = i++; //new
GLmethod.vertexAttrib2fv = i++; //new
GLmethod.vertexAttrib3fv = i++; //new
GLmethod.vertexAttrib4fv = i++; //new
GLmethod.vertexAttribPointer = i++;
GLmethod.viewport = i++;

export default GLmethod;