mirror of
https://github.com/Ed94/Odin.git
synced 2026-08-06 15:48:51 +00:00
Go/BCPL style semicolon insertion during tokenizing stage
This commit is contained in:
+93
-93
@@ -1,6 +1,6 @@
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#foreign_system_library "opengl32" when ODIN_OS == "windows";
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#import "win32.odin" when ODIN_OS == "windows";
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#include "opengl_constants.odin";
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#foreign_system_library "opengl32" when ODIN_OS == "windows"
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#import "win32.odin" when ODIN_OS == "windows"
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#include "opengl_constants.odin"
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Clear :: proc(mask: u32) #foreign "glClear"
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ClearColor :: proc(r, g, b, a: f32) #foreign "glClearColor"
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@@ -30,126 +30,126 @@ GetIntegerv :: proc(name: i32, v: ^i32) #foreign "glGetIntegerv"
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_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
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_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data)
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GetProcAddress :: proc(name: string) -> proc() {
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assert(name[name.count-1] == 0);
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res := win32.wglGetProcAddress(name.data);
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assert(name[name.count-1] == 0)
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res := win32.wglGetProcAddress(name.data)
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if res == nil {
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res = win32.GetProcAddress(_libgl, name.data);
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res = win32.GetProcAddress(_libgl, name.data)
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}
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return res;
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return res
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}
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GenBuffers: proc(count: i32, buffers: ^u32);
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GenVertexArrays: proc(count: i32, buffers: ^u32);
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GenSamplers: proc(count: i32, buffers: ^u32);
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BindBuffer: proc(target: i32, buffer: u32);
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BindVertexArray: proc(buffer: u32);
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BindSampler: proc(position: i32, sampler: u32);
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BufferData: proc(target: i32, size: int, data: rawptr, usage: i32);
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BufferSubData: proc(target: i32, offset, size: int, data: rawptr);
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GenBuffers: proc(count: i32, buffers: ^u32)
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GenVertexArrays: proc(count: i32, buffers: ^u32)
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GenSamplers: proc(count: i32, buffers: ^u32)
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BindBuffer: proc(target: i32, buffer: u32)
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BindVertexArray: proc(buffer: u32)
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BindSampler: proc(position: i32, sampler: u32)
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BufferData: proc(target: i32, size: int, data: rawptr, usage: i32)
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BufferSubData: proc(target: i32, offset, size: int, data: rawptr)
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DrawArrays: proc(mode, first: i32, count: u32);
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DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr);
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DrawArrays: proc(mode, first: i32, count: u32)
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DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr)
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MapBuffer: proc(target, access: i32) -> rawptr;
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UnmapBuffer: proc(target: i32);
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MapBuffer: proc(target, access: i32) -> rawptr
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UnmapBuffer: proc(target: i32)
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VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr);
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EnableVertexAttribArray: proc(index: u32);
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VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr)
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EnableVertexAttribArray: proc(index: u32)
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CreateShader: proc(shader_type: i32) -> u32;
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ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32);
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CompileShader: proc(shader: u32);
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CreateProgram: proc() -> u32;
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AttachShader: proc(program, shader: u32);
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DetachShader: proc(program, shader: u32);
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DeleteShader: proc(shader: u32);
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LinkProgram: proc(program: u32);
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UseProgram: proc(program: u32);
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DeleteProgram: proc(program: u32);
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CreateShader: proc(shader_type: i32) -> u32
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ShaderSource: proc(shader: u32, count: u32, string: ^^byte, length: ^i32)
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CompileShader: proc(shader: u32)
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CreateProgram: proc() -> u32
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AttachShader: proc(program, shader: u32)
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DetachShader: proc(program, shader: u32)
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DeleteShader: proc(shader: u32)
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LinkProgram: proc(program: u32)
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UseProgram: proc(program: u32)
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DeleteProgram: proc(program: u32)
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GetShaderiv: proc(shader: u32, pname: i32, params: ^i32);
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GetProgramiv: proc(program: u32, pname: i32, params: ^i32);
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GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte);
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GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte);
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GetShaderiv: proc(shader: u32, pname: i32, params: ^i32)
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GetProgramiv: proc(program: u32, pname: i32, params: ^i32)
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GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte)
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GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte)
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ActiveTexture: proc(texture: i32);
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GenerateMipmap: proc(target: i32);
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ActiveTexture: proc(texture: i32)
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GenerateMipmap: proc(target: i32)
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SamplerParameteri: proc(sampler: u32, pname: i32, param: i32);
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SamplerParameterf: proc(sampler: u32, pname: i32, param: f32);
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SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32);
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SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32);
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SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32);
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SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32);
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SamplerParameteri: proc(sampler: u32, pname: i32, param: i32)
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SamplerParameterf: proc(sampler: u32, pname: i32, param: f32)
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SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32)
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SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32)
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SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32)
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SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32)
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Uniform1i: proc(loc: i32, v0: i32);
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Uniform2i: proc(loc: i32, v0, v1: i32);
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Uniform3i: proc(loc: i32, v0, v1, v2: i32);
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Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32);
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Uniform1f: proc(loc: i32, v0: f32);
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Uniform2f: proc(loc: i32, v0, v1: f32);
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Uniform3f: proc(loc: i32, v0, v1, v2: f32);
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Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32);
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UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32);
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Uniform1i: proc(loc: i32, v0: i32)
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Uniform2i: proc(loc: i32, v0, v1: i32)
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Uniform3i: proc(loc: i32, v0, v1, v2: i32)
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Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32)
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Uniform1f: proc(loc: i32, v0: f32)
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Uniform2f: proc(loc: i32, v0, v1: f32)
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Uniform3f: proc(loc: i32, v0, v1, v2: f32)
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Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32)
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UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32)
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GetUniformLocation: proc(program: u32, name: ^byte) -> i32;
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GetUniformLocation: proc(program: u32, name: ^byte) -> i32
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init :: proc() {
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set_proc_address :: proc(p: rawptr, name: string) #inline { (p as ^proc())^ = GetProcAddress(name); }
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set_proc_address(^GenBuffers, "glGenBuffers\x00");
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set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
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set_proc_address(^GenSamplers, "glGenSamplers\x00");
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set_proc_address(^BindBuffer, "glBindBuffer\x00");
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set_proc_address(^BindSampler, "glBindSampler\x00");
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set_proc_address(^BindVertexArray, "glBindVertexArray\x00");
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set_proc_address(^BufferData, "glBufferData\x00");
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set_proc_address(^BufferSubData, "glBufferSubData\x00");
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set_proc_address(^GenBuffers, "glGenBuffers\x00")
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set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00")
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set_proc_address(^GenSamplers, "glGenSamplers\x00")
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set_proc_address(^BindBuffer, "glBindBuffer\x00")
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set_proc_address(^BindSampler, "glBindSampler\x00")
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set_proc_address(^BindVertexArray, "glBindVertexArray\x00")
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set_proc_address(^BufferData, "glBufferData\x00")
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set_proc_address(^BufferSubData, "glBufferSubData\x00")
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set_proc_address(^DrawArrays, "glDrawArrays\x00");
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set_proc_address(^DrawElements, "glDrawElements\x00");
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set_proc_address(^DrawArrays, "glDrawArrays\x00")
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set_proc_address(^DrawElements, "glDrawElements\x00")
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set_proc_address(^MapBuffer, "glMapBuffer\x00");
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set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00");
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set_proc_address(^MapBuffer, "glMapBuffer\x00")
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set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00")
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set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00");
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set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
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set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00")
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set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00")
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set_proc_address(^CreateShader, "glCreateShader\x00");
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set_proc_address(^ShaderSource, "glShaderSource\x00");
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set_proc_address(^CompileShader, "glCompileShader\x00");
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set_proc_address(^CreateProgram, "glCreateProgram\x00");
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set_proc_address(^AttachShader, "glAttachShader\x00");
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set_proc_address(^DetachShader, "glDetachShader\x00");
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set_proc_address(^DeleteShader, "glDeleteShader\x00");
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set_proc_address(^LinkProgram, "glLinkProgram\x00");
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set_proc_address(^UseProgram, "glUseProgram\x00");
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set_proc_address(^DeleteProgram, "glDeleteProgram\x00");
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set_proc_address(^CreateShader, "glCreateShader\x00")
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set_proc_address(^ShaderSource, "glShaderSource\x00")
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set_proc_address(^CompileShader, "glCompileShader\x00")
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set_proc_address(^CreateProgram, "glCreateProgram\x00")
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set_proc_address(^AttachShader, "glAttachShader\x00")
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set_proc_address(^DetachShader, "glDetachShader\x00")
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set_proc_address(^DeleteShader, "glDeleteShader\x00")
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set_proc_address(^LinkProgram, "glLinkProgram\x00")
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set_proc_address(^UseProgram, "glUseProgram\x00")
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set_proc_address(^DeleteProgram, "glDeleteProgram\x00")
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set_proc_address(^GetShaderiv, "glGetShaderiv\x00");
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set_proc_address(^GetProgramiv, "glGetProgramiv\x00");
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set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00");
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set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00");
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set_proc_address(^GetShaderiv, "glGetShaderiv\x00")
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set_proc_address(^GetProgramiv, "glGetProgramiv\x00")
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set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00")
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set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00")
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set_proc_address(^ActiveTexture, "glActiveTexture\x00");
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set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00");
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set_proc_address(^ActiveTexture, "glActiveTexture\x00")
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set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00")
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set_proc_address(^Uniform1i, "glUniform1i\x00");
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set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00");
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set_proc_address(^Uniform1i, "glUniform1i\x00")
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set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00")
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set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00");
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set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00")
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set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00");
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set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00");
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set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00");
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set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00");
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set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00");
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set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
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set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00")
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set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00")
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set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00")
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set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00")
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set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00")
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set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00")
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}
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