code: func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
  	C.glowGetShaderPrecisionFormat(gpGetShaderPrecisionFormat, (C.GLenum)(shadertype), (C.GLenum)(precisiontype), (*C.GLint)(unsafe.Pointer(xrange)), (*C.GLint)(unsafe.Pointer(precision)))
  }
docs: // retrieve the range and precision for numeric formats supported by the shader compiler