Compiling a binary with "-tags gldebug" will add log tracing to each GL function call. This is the best I can offer in lieu of of real error handling. A colleague has accused me of Aspect-oriented programming. The wikipedia article on the topic lost me in the first paragraph, so just for the record, this was inspired by the way the cover tool rewrites source code. LGTM=sameer R=golang-codereviews, sameer CC=golang-codereviews https://golang.org/cl/128640043
402 lines
19 KiB
Go
402 lines
19 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package gl
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//#cgo darwin LDFLAGS: -framework OpenGL
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//#cgo linux LDFLAGS: -lGLESv2
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//#include "gl2.h"
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import "C"
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import
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/*
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Partially generated from the Khronos OpenGL API specification in XML
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format, which is covered by the license:
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Copyright (c) 2013-2014 The Khronos Group Inc.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and/or associated documentation files (the
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"Materials"), to deal in the Materials without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Materials, and to
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permit persons to whom the Materials are furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Materials.
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THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/"fmt"
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const (
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POINTS = 0x0000
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LINES = 0x0001
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LINE_LOOP = 0x0002
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LINE_STRIP = 0x0003
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TRIANGLES = 0x0004
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TRIANGLE_STRIP = 0x0005
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TRIANGLE_FAN = 0x0006
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SRC_COLOR = 0x0300
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ONE_MINUS_SRC_COLOR = 0x0301
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SRC_ALPHA = 0x0302
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ONE_MINUS_SRC_ALPHA = 0x0303
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DST_ALPHA = 0x0304
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ONE_MINUS_DST_ALPHA = 0x0305
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DST_COLOR = 0x0306
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ONE_MINUS_DST_COLOR = 0x0307
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SRC_ALPHA_SATURATE = 0x0308
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FUNC_ADD = 0x8006
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BLEND_EQUATION = 0x8009
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BLEND_EQUATION_RGB = 0x8009
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BLEND_EQUATION_ALPHA = 0x883D
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FUNC_SUBTRACT = 0x800A
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FUNC_REVERSE_SUBTRACT = 0x800B
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BLEND_DST_RGB = 0x80C8
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BLEND_SRC_RGB = 0x80C9
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BLEND_DST_ALPHA = 0x80CA
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BLEND_SRC_ALPHA = 0x80CB
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CONSTANT_COLOR = 0x8001
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ONE_MINUS_CONSTANT_COLOR = 0x8002
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CONSTANT_ALPHA = 0x8003
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ONE_MINUS_CONSTANT_ALPHA = 0x8004
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BLEND_COLOR = 0x8005
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ARRAY_BUFFER = 0x8892
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ELEMENT_ARRAY_BUFFER = 0x8893
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ARRAY_BUFFER_BINDING = 0x8894
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ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
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STREAM_DRAW = 0x88E0
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STATIC_DRAW = 0x88E4
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DYNAMIC_DRAW = 0x88E8
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BUFFER_SIZE = 0x8764
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BUFFER_USAGE = 0x8765
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CURRENT_VERTEX_ATTRIB = 0x8626
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FRONT = 0x0404
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BACK = 0x0405
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FRONT_AND_BACK = 0x0408
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TEXTURE_2D = 0x0DE1
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CULL_FACE = 0x0B44
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BLEND = 0x0BE2
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DITHER = 0x0BD0
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STENCIL_TEST = 0x0B90
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DEPTH_TEST = 0x0B71
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SCISSOR_TEST = 0x0C11
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POLYGON_OFFSET_FILL = 0x8037
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SAMPLE_ALPHA_TO_COVERAGE = 0x809E
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SAMPLE_COVERAGE = 0x80A0
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INVALID_ENUM = 0x0500
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INVALID_VALUE = 0x0501
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INVALID_OPERATION = 0x0502
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OUT_OF_MEMORY = 0x0505
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CW = 0x0900
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CCW = 0x0901
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LINE_WIDTH = 0x0B21
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ALIASED_POINT_SIZE_RANGE = 0x846D
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ALIASED_LINE_WIDTH_RANGE = 0x846E
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CULL_FACE_MODE = 0x0B45
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FRONT_FACE = 0x0B46
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DEPTH_RANGE = 0x0B70
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DEPTH_WRITEMASK = 0x0B72
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DEPTH_CLEAR_VALUE = 0x0B73
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DEPTH_FUNC = 0x0B74
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STENCIL_CLEAR_VALUE = 0x0B91
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STENCIL_FUNC = 0x0B92
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STENCIL_FAIL = 0x0B94
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STENCIL_PASS_DEPTH_FAIL = 0x0B95
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STENCIL_PASS_DEPTH_PASS = 0x0B96
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STENCIL_REF = 0x0B97
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STENCIL_VALUE_MASK = 0x0B93
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STENCIL_WRITEMASK = 0x0B98
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STENCIL_BACK_FUNC = 0x8800
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STENCIL_BACK_FAIL = 0x8801
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STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802
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STENCIL_BACK_PASS_DEPTH_PASS = 0x8803
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STENCIL_BACK_REF = 0x8CA3
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STENCIL_BACK_VALUE_MASK = 0x8CA4
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STENCIL_BACK_WRITEMASK = 0x8CA5
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VIEWPORT = 0x0BA2
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SCISSOR_BOX = 0x0C10
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COLOR_CLEAR_VALUE = 0x0C22
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COLOR_WRITEMASK = 0x0C23
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UNPACK_ALIGNMENT = 0x0CF5
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PACK_ALIGNMENT = 0x0D05
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MAX_TEXTURE_SIZE = 0x0D33
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MAX_VIEWPORT_DIMS = 0x0D3A
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SUBPIXEL_BITS = 0x0D50
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RED_BITS = 0x0D52
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GREEN_BITS = 0x0D53
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BLUE_BITS = 0x0D54
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ALPHA_BITS = 0x0D55
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DEPTH_BITS = 0x0D56
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STENCIL_BITS = 0x0D57
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POLYGON_OFFSET_UNITS = 0x2A00
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POLYGON_OFFSET_FACTOR = 0x8038
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TEXTURE_BINDING_2D = 0x8069
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SAMPLE_BUFFERS = 0x80A8
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SAMPLES = 0x80A9
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SAMPLE_COVERAGE_VALUE = 0x80AA
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SAMPLE_COVERAGE_INVERT = 0x80AB
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NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
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COMPRESSED_TEXTURE_FORMATS = 0x86A3
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DONT_CARE = 0x1100
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FASTEST = 0x1101
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NICEST = 0x1102
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GENERATE_MIPMAP_HINT = 0x8192
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BYTE = 0x1400
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UNSIGNED_BYTE = 0x1401
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SHORT = 0x1402
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UNSIGNED_SHORT = 0x1403
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INT = 0x1404
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UNSIGNED_INT = 0x1405
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FLOAT = 0x1406
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FIXED = 0x140C
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DEPTH_COMPONENT = 0x1902
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ALPHA = 0x1906
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RGB = 0x1907
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RGBA = 0x1908
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LUMINANCE = 0x1909
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LUMINANCE_ALPHA = 0x190A
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UNSIGNED_SHORT_4_4_4_4 = 0x8033
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UNSIGNED_SHORT_5_5_5_1 = 0x8034
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UNSIGNED_SHORT_5_6_5 = 0x8363
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MAX_VERTEX_ATTRIBS = 0x8869
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MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB
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MAX_VARYING_VECTORS = 0x8DFC
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MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D
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MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C
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MAX_TEXTURE_IMAGE_UNITS = 0x8872
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MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
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SHADER_TYPE = 0x8B4F
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DELETE_STATUS = 0x8B80
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LINK_STATUS = 0x8B82
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VALIDATE_STATUS = 0x8B83
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ATTACHED_SHADERS = 0x8B85
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ACTIVE_UNIFORMS = 0x8B86
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ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87
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ACTIVE_ATTRIBUTES = 0x8B89
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ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A
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SHADING_LANGUAGE_VERSION = 0x8B8C
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CURRENT_PROGRAM = 0x8B8D
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NEVER = 0x0200
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LESS = 0x0201
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EQUAL = 0x0202
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LEQUAL = 0x0203
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GREATER = 0x0204
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NOTEQUAL = 0x0205
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GEQUAL = 0x0206
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ALWAYS = 0x0207
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KEEP = 0x1E00
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REPLACE = 0x1E01
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INCR = 0x1E02
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DECR = 0x1E03
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INVERT = 0x150A
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INCR_WRAP = 0x8507
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DECR_WRAP = 0x8508
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VENDOR = 0x1F00
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RENDERER = 0x1F01
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VERSION = 0x1F02
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EXTENSIONS = 0x1F03
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NEAREST = 0x2600
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LINEAR = 0x2601
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NEAREST_MIPMAP_NEAREST = 0x2700
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LINEAR_MIPMAP_NEAREST = 0x2701
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NEAREST_MIPMAP_LINEAR = 0x2702
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LINEAR_MIPMAP_LINEAR = 0x2703
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TEXTURE_MAG_FILTER = 0x2800
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TEXTURE_MIN_FILTER = 0x2801
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TEXTURE_WRAP_S = 0x2802
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TEXTURE_WRAP_T = 0x2803
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TEXTURE = 0x1702
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TEXTURE_CUBE_MAP = 0x8513
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TEXTURE_BINDING_CUBE_MAP = 0x8514
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TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
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TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
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TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
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TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
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TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
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TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
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MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
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TEXTURE0 = 0x84C0
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TEXTURE1 = 0x84C1
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TEXTURE2 = 0x84C2
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TEXTURE3 = 0x84C3
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TEXTURE4 = 0x84C4
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TEXTURE5 = 0x84C5
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TEXTURE6 = 0x84C6
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TEXTURE7 = 0x84C7
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TEXTURE8 = 0x84C8
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TEXTURE9 = 0x84C9
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TEXTURE10 = 0x84CA
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TEXTURE11 = 0x84CB
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TEXTURE12 = 0x84CC
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TEXTURE13 = 0x84CD
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TEXTURE14 = 0x84CE
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TEXTURE15 = 0x84CF
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TEXTURE16 = 0x84D0
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TEXTURE17 = 0x84D1
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TEXTURE18 = 0x84D2
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TEXTURE19 = 0x84D3
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TEXTURE20 = 0x84D4
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TEXTURE21 = 0x84D5
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TEXTURE22 = 0x84D6
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TEXTURE23 = 0x84D7
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TEXTURE24 = 0x84D8
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TEXTURE25 = 0x84D9
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TEXTURE26 = 0x84DA
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TEXTURE27 = 0x84DB
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TEXTURE28 = 0x84DC
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TEXTURE29 = 0x84DD
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TEXTURE30 = 0x84DE
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TEXTURE31 = 0x84DF
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ACTIVE_TEXTURE = 0x84E0
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REPEAT = 0x2901
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CLAMP_TO_EDGE = 0x812F
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MIRRORED_REPEAT = 0x8370
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VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
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VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
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VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
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VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
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VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
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VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
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VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
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IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A
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IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B
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COMPILE_STATUS = 0x8B81
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INFO_LOG_LENGTH = 0x8B84
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SHADER_SOURCE_LENGTH = 0x8B88
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SHADER_COMPILER = 0x8DFA
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SHADER_BINARY_FORMATS = 0x8DF8
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NUM_SHADER_BINARY_FORMATS = 0x8DF9
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LOW_FLOAT = 0x8DF0
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MEDIUM_FLOAT = 0x8DF1
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HIGH_FLOAT = 0x8DF2
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LOW_INT = 0x8DF3
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MEDIUM_INT = 0x8DF4
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HIGH_INT = 0x8DF5
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FRAMEBUFFER = 0x8D40
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RENDERBUFFER = 0x8D41
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RGBA4 = 0x8056
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RGB5_A1 = 0x8057
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RGB565 = 0x8D62
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DEPTH_COMPONENT16 = 0x81A5
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STENCIL_INDEX8 = 0x8D48
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RENDERBUFFER_WIDTH = 0x8D42
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RENDERBUFFER_HEIGHT = 0x8D43
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RENDERBUFFER_INTERNAL_FORMAT = 0x8D44
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RENDERBUFFER_RED_SIZE = 0x8D50
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RENDERBUFFER_GREEN_SIZE = 0x8D51
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RENDERBUFFER_BLUE_SIZE = 0x8D52
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RENDERBUFFER_ALPHA_SIZE = 0x8D53
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RENDERBUFFER_DEPTH_SIZE = 0x8D54
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RENDERBUFFER_STENCIL_SIZE = 0x8D55
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FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0
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FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1
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FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2
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FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3
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COLOR_ATTACHMENT0 = 0x8CE0
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DEPTH_ATTACHMENT = 0x8D00
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STENCIL_ATTACHMENT = 0x8D20
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FRAMEBUFFER_COMPLETE = 0x8CD5
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FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6
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FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7
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FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9
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FRAMEBUFFER_UNSUPPORTED = 0x8CDD
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FRAMEBUFFER_BINDING = 0x8CA6
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RENDERBUFFER_BINDING = 0x8CA7
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MAX_RENDERBUFFER_SIZE = 0x84E8
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INVALID_FRAMEBUFFER_OPERATION = 0x0506
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)
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const (
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DEPTH_BUFFER_BIT = 0x00000100
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STENCIL_BUFFER_BIT = 0x00000400
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COLOR_BUFFER_BIT = 0x00004000
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)
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const (
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FLOAT_VEC2 = 0x8B50
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FLOAT_VEC3 = 0x8B51
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FLOAT_VEC4 = 0x8B52
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INT_VEC2 = 0x8B53
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INT_VEC3 = 0x8B54
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INT_VEC4 = 0x8B55
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BOOL = 0x8B56
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BOOL_VEC2 = 0x8B57
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BOOL_VEC3 = 0x8B58
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BOOL_VEC4 = 0x8B59
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FLOAT_MAT2 = 0x8B5A
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FLOAT_MAT3 = 0x8B5B
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FLOAT_MAT4 = 0x8B5C
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SAMPLER_2D = 0x8B5E
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SAMPLER_CUBE = 0x8B60
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)
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const (
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FRAGMENT_SHADER = 0x8B30
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VERTEX_SHADER = 0x8B31
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)
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const (
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FALSE = 0
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TRUE = 1
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ZERO = 0
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ONE = 1
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NO_ERROR = 0
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NONE = 0
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)
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// Attrib is an attribute index.
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type Attrib uint
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// Enum is equivalent to GLenum, and is normally used with one of the
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// constants defined in this package.
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type Enum uint32
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// Program identifies a compiled shader program.
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type Program uint32
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// Shader identifies a GLSL shader.
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type Shader uint32
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// Buffer identifies a GL buffer object.
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type Buffer uint32
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// Framebuffer identifies a GL framebuffer.
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type Framebuffer uint32
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// A Renderbuffer is a GL object that holds an image in an internal format.
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type Renderbuffer uint32
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// A Texture identifies a GL texture unit.
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type Texture uint32
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// A Uniform identifies a GL uniform attribute value.
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type Uniform int32
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func (v Attrib) c() C.GLuint { return C.GLuint(v) }
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func (v Enum) c() C.GLenum { return C.GLenum(v) }
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func (v Program) c() C.GLuint { return C.GLuint(v) }
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func (v Shader) c() C.GLuint { return C.GLuint(v) }
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func (v Buffer) c() C.GLuint { return C.GLuint(v) }
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func (v Framebuffer) c() C.GLuint { return C.GLuint(v) }
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func (v Renderbuffer) c() C.GLuint { return C.GLuint(v) }
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func (v Texture) c() C.GLuint { return C.GLuint(v) }
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func (v Uniform) c() C.GLint { return C.GLint(v) }
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func (v Attrib) String() string { return fmt.Sprintf("Attrib(%d)", v) }
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func (v Program) String() string { return fmt.Sprintf("Program(%d)", v) }
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func (v Shader) String() string { return fmt.Sprintf("Shader(%d)", v) }
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func (v Buffer) String() string { return fmt.Sprintf("Buffer(%d)", v) }
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func (v Framebuffer) String() string { return fmt.Sprintf("Framebuffer(%d)", v) }
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func (v Renderbuffer) String() string { return fmt.Sprintf("Renderbuffer(%d)", v) }
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func (v Texture) String() string { return fmt.Sprintf("Texture(%d)", v) }
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func (v Uniform) String() string { return fmt.Sprintf("Uniform(%d)", v) }
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