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https://github.com/Ed94/Odin.git
synced 2026-08-07 08:08:50 +00:00
Fix parameter/field lists and #import #include syntax
This commit is contained in:
+70
-70
@@ -1,38 +1,38 @@
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#foreign_system_library "opengl32" when ODIN_OS == "windows";
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import win32 "sys/windows.odin" when ODIN_OS == "windows";
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include "opengl_constants.odin";
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#import win32 "sys/windows.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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Begin :: proc(mode i32) #foreign "glBegin"
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End :: proc() #foreign "glEnd"
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Finish :: proc() #foreign "glFinish"
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BlendFunc :: proc(sfactor, dfactor i32) #foreign "glBlendFunc"
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Enable :: proc(cap i32) #foreign "glEnable"
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Disable :: proc(cap i32) #foreign "glDisable"
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GenTextures :: proc(count i32, result ^u32) #foreign "glGenTextures"
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DeleteTextures:: proc(count i32, result ^u32) #foreign "glDeleteTextures"
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TexParameteri :: proc(target, pname, param i32) #foreign "glTexParameteri"
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TexParameterf :: proc(target i32, pname i32, param f32) #foreign "glTexParameterf"
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BindTexture :: proc(target i32, texture u32) #foreign "glBindTexture"
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LoadIdentity :: proc() #foreign "glLoadIdentity"
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Viewport :: proc(x, y, width, height i32) #foreign "glViewport"
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Ortho :: proc(left, right, bottom, top, near, far f64) #foreign "glOrtho"
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Color3f :: proc(r, g, b f32) #foreign "glColor3f"
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Vertex3f :: proc(x, y, z f32) #foreign "glVertex3f"
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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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Begin :: proc(mode: i32) #foreign "glBegin"
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End :: proc() #foreign "glEnd"
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Finish :: proc() #foreign "glFinish"
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BlendFunc :: proc(sfactor, dfactor: i32) #foreign "glBlendFunc"
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Enable :: proc(cap: i32) #foreign "glEnable"
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Disable :: proc(cap: i32) #foreign "glDisable"
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GenTextures :: proc(count: i32, result: ^u32) #foreign "glGenTextures"
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DeleteTextures:: proc(count: i32, result: ^u32) #foreign "glDeleteTextures"
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TexParameteri :: proc(target, pname, param: i32) #foreign "glTexParameteri"
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TexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign "glTexParameterf"
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BindTexture :: proc(target: i32, texture: u32) #foreign "glBindTexture"
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LoadIdentity :: proc() #foreign "glLoadIdentity"
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Viewport :: proc(x, y, width, height: i32) #foreign "glViewport"
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Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign "glOrtho"
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Color3f :: proc(r, g, b: f32) #foreign "glColor3f"
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Vertex3f :: proc(x, y, z: f32) #foreign "glVertex3f"
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TexImage2D :: proc(target, level, internal_format,
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width, height, border,
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format, _type i32, pixels rawptr) #foreign "glTexImage2D"
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format, _type: i32, pixels: rawptr) #foreign "glTexImage2D"
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GetError :: proc() -> i32 #foreign "glGetError"
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GetString :: proc(name i32) -> ^byte #foreign "glGetString"
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GetIntegerv :: proc(name i32, v ^i32) #foreign "glGetIntegerv"
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GetString :: proc(name: i32) -> ^byte #foreign "glGetString"
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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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GetProcAddress :: proc(name string) -> proc() #cc_c {
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GetProcAddress :: proc(name: string) -> proc() #cc_c {
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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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@@ -41,66 +41,66 @@ GetProcAddress :: proc(name string) -> proc() #cc_c {
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return res;
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}
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GenBuffers: proc(count i32, buffers ^u32) #cc_c;
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GenVertexArrays: proc(count i32, buffers ^u32) #cc_c;
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GenSamplers: proc(count i32, buffers ^u32) #cc_c;
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BindBuffer: proc(target i32, buffer u32) #cc_c;
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BindVertexArray: proc(buffer u32) #cc_c;
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BindSampler: proc(position i32, sampler u32) #cc_c;
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BufferData: proc(target i32, size int, data rawptr, usage i32) #cc_c;
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BufferSubData: proc(target i32, offset, size int, data rawptr) #cc_c;
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GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
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GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
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BindBuffer: proc(target: i32, buffer: u32) #cc_c;
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BindVertexArray: proc(buffer: u32) #cc_c;
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BindSampler: proc(position: i32, sampler: u32) #cc_c;
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BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
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BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
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DrawArrays: proc(mode, first i32, count u32) #cc_c;
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DrawElements: proc(mode i32, count u32, type_ i32, indices rawptr) #cc_c;
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DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
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DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
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MapBuffer: proc(target, access i32) -> rawptr #cc_c;
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UnmapBuffer: proc(target i32) #cc_c;
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MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
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UnmapBuffer: proc(target: i32) #cc_c;
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VertexAttribPointer: proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr) #cc_c;
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EnableVertexAttribArray: proc(index u32) #cc_c;
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VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
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EnableVertexAttribArray: proc(index: u32) #cc_c;
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CreateShader: proc(shader_type i32) -> u32 #cc_c;
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ShaderSource: proc(shader u32, count u32, str ^^byte, length ^i32) #cc_c;
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CompileShader: proc(shader u32) #cc_c;
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CreateShader: proc(shader_type: i32) -> u32 #cc_c;
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ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c;
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CompileShader: proc(shader: u32) #cc_c;
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CreateProgram: proc() -> u32 #cc_c;
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AttachShader: proc(program, shader u32) #cc_c;
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DetachShader: proc(program, shader u32) #cc_c;
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DeleteShader: proc(shader u32) #cc_c;
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LinkProgram: proc(program u32) #cc_c;
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UseProgram: proc(program u32) #cc_c;
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DeleteProgram: proc(program u32) #cc_c;
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AttachShader: proc(program, shader: u32) #cc_c;
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DetachShader: proc(program, shader: u32) #cc_c;
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DeleteShader: proc(shader: u32) #cc_c;
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LinkProgram: proc(program: u32) #cc_c;
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UseProgram: proc(program: u32) #cc_c;
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DeleteProgram: proc(program: u32) #cc_c;
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GetShaderiv: proc(shader u32, pname i32, params ^i32) #cc_c;
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GetProgramiv: proc(program u32, pname i32, params ^i32) #cc_c;
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GetShaderInfoLog: proc(shader u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
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GetProgramInfoLog: proc(program u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
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GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
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GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
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GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
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GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
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ActiveTexture: proc(texture i32) #cc_c;
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GenerateMipmap: proc(target i32) #cc_c;
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ActiveTexture: proc(texture: i32) #cc_c;
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GenerateMipmap: proc(target: i32) #cc_c;
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SamplerParameteri: proc(sampler u32, pname i32, param i32) #cc_c;
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SamplerParameterf: proc(sampler u32, pname i32, param f32) #cc_c;
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SamplerParameteriv: proc(sampler u32, pname i32, params ^i32) #cc_c;
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SamplerParameterfv: proc(sampler u32, pname i32, params ^f32) #cc_c;
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SamplerParameterIiv: proc(sampler u32, pname i32, params ^i32) #cc_c;
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SamplerParameterIuiv: proc(sampler u32, pname i32, params ^u32) #cc_c;
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SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
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SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
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SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
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SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
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Uniform1i: proc(loc i32, v0 i32) #cc_c;
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Uniform2i: proc(loc i32, v0, v1 i32) #cc_c;
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Uniform3i: proc(loc i32, v0, v1, v2 i32) #cc_c;
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Uniform4i: proc(loc i32, v0, v1, v2, v3 i32) #cc_c;
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Uniform1f: proc(loc i32, v0 f32) #cc_c;
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Uniform2f: proc(loc i32, v0, v1 f32) #cc_c;
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Uniform3f: proc(loc i32, v0, v1, v2 f32) #cc_c;
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Uniform4f: proc(loc i32, v0, v1, v2, v3 f32) #cc_c;
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UniformMatrix4fv: proc(loc i32, count u32, transpose i32, value ^f32) #cc_c;
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Uniform1i: proc(loc: i32, v0: i32) #cc_c;
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Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
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Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
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Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
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Uniform1f: proc(loc: i32, v0: f32) #cc_c;
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Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
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Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
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Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
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UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
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GetUniformLocation: proc(program u32, name ^byte) -> i32 #cc_c;
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GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c;
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init :: proc() {
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set_proc_address :: proc(p rawptr, name string) #inline { (p as ^(proc() #cc_c))^ = GetProcAddress(name); }
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set_proc_address :: proc(p: rawptr, name: string) #inline { (p as ^(proc() #cc_c))^ = 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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