func (s *StencilOp) Mask(level int) *StencilOp { gl.StencilFunc(gl.EQUAL, gl.Int(level), ^gl.Uint(0)) return s }
func (s *StencilOp) Unmask(level int) *StencilOp { gl.StencilFunc(gl.ALWAYS, gl.Int(level), ^gl.Uint(0)) return s }
func AttachTexture(location gl.UniformLocation, textureEnum gl.Enum, target gl.Enum, texture gl.Texture) { gl.ActiveTexture(textureEnum) gl.BindTexture(target, texture) gl.Uniform1i(location, gl.Int(textureEnum-gl.TEXTURE0)) }