code: func GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32, xrange *int32, precision *int32) {
  	syscall.Syscall6(gpGetShaderPrecisionFormat, 4, uintptr(shadertype), uintptr(precisiontype), uintptr(unsafe.Pointer(xrange)), uintptr(unsafe.Pointer(precision)), 0, 0)
  }
docs: // retrieve the range and precision for numeric formats supported by the shader compiler