142 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
		
		
			
		
	
	
			142 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
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								let i = 1;
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								const GLmethod = {};
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								GLmethod.activeTexture = i++;         //1
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								GLmethod.attachShader = i++;
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								GLmethod.bindAttribLocation = i++;
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								GLmethod.bindBuffer = i++;
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								GLmethod.bindFramebuffer = i++;
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								GLmethod.bindRenderbuffer = i++;
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								GLmethod.bindTexture = i++;
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								GLmethod.blendColor = i++;
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								GLmethod.blendEquation = i++;
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								GLmethod.blendEquationSeparate = i++; //10
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								GLmethod.blendFunc = i++;
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								GLmethod.blendFuncSeparate = i++;
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								GLmethod.bufferData = i++;
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								GLmethod.bufferSubData = i++;
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								GLmethod.checkFramebufferStatus = i++;
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								GLmethod.clear = i++;
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								GLmethod.clearColor = i++;
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								GLmethod.clearDepth = i++;
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								GLmethod.clearStencil = i++;
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								GLmethod.colorMask = i++;              //20
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								GLmethod.compileShader = i++;
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								GLmethod.compressedTexImage2D = i++;
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								GLmethod.compressedTexSubImage2D = i++;
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								GLmethod.copyTexImage2D = i++;
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								GLmethod.copyTexSubImage2D = i++;
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								GLmethod.createBuffer = i++;
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								GLmethod.createFramebuffer = i++;
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								GLmethod.createProgram = i++;
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								GLmethod.createRenderbuffer = i++;
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								GLmethod.createShader = i++;           //30
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								GLmethod.createTexture = i++;
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								GLmethod.cullFace = i++;
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								GLmethod.deleteBuffer = i++;
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								GLmethod.deleteFramebuffer = i++;
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								GLmethod.deleteProgram = i++;
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								GLmethod.deleteRenderbuffer = i++;
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								GLmethod.deleteShader = i++;
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								GLmethod.deleteTexture = i++;
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								GLmethod.depthFunc = i++;
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								GLmethod.depthMask = i++;              //40
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								GLmethod.depthRange = i++;
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								GLmethod.detachShader = i++;
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								GLmethod.disable = i++;
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								GLmethod.disableVertexAttribArray = i++;
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								GLmethod.drawArrays = i++;
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								GLmethod.drawArraysInstancedANGLE = i++;
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								GLmethod.drawElements = i++;
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								GLmethod.drawElementsInstancedANGLE = i++;
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								GLmethod.enable = i++;
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								GLmethod.enableVertexAttribArray = i++;    //50
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								GLmethod.flush = i++;
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								GLmethod.framebufferRenderbuffer = i++;
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								GLmethod.framebufferTexture2D = i++;
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								GLmethod.frontFace = i++;
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								GLmethod.generateMipmap = i++;
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								GLmethod.getActiveAttrib = i++;
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								GLmethod.getActiveUniform = i++;
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								GLmethod.getAttachedShaders = i++;
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								GLmethod.getAttribLocation = i++;
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								GLmethod.getBufferParameter = i++;         //60
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								GLmethod.getContextAttributes = i++;
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								GLmethod.getError = i++;
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								GLmethod.getExtension = i++;
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								GLmethod.getFramebufferAttachmentParameter = i++;
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								GLmethod.getParameter = i++;
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								GLmethod.getProgramInfoLog = i++;
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								GLmethod.getProgramParameter = i++;
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								GLmethod.getRenderbufferParameter = i++;
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								GLmethod.getShaderInfoLog = i++;
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								GLmethod.getShaderParameter = i++;         //70
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								GLmethod.getShaderPrecisionFormat = i++;
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								GLmethod.getShaderSource = i++;
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								GLmethod.getSupportedExtensions = i++;
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								GLmethod.getTexParameter = i++;
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								GLmethod.getUniform = i++;
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								GLmethod.getUniformLocation = i++;
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								GLmethod.getVertexAttrib = i++;
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								GLmethod.getVertexAttribOffset = i++;
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								GLmethod.isBuffer = i++;
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								GLmethod.isContextLost = i++;              //80
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								GLmethod.isEnabled = i++;
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								GLmethod.isFramebuffer = i++;
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								GLmethod.isProgram = i++;
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								GLmethod.isRenderbuffer = i++;
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								GLmethod.isShader = i++;
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								GLmethod.isTexture = i++;
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								GLmethod.lineWidth = i++;
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								GLmethod.linkProgram = i++;
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								GLmethod.pixelStorei = i++;
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								GLmethod.polygonOffset = i++;              //90
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								GLmethod.readPixels = i++;
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								GLmethod.renderbufferStorage = i++;
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								GLmethod.sampleCoverage = i++;
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								GLmethod.scissor = i++;
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								GLmethod.shaderSource = i++;
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								GLmethod.stencilFunc = i++;
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								GLmethod.stencilFuncSeparate = i++;
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								GLmethod.stencilMask = i++;
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								GLmethod.stencilMaskSeparate = i++;
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								GLmethod.stencilOp = i++;                  //100
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								GLmethod.stencilOpSeparate = i++;
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								GLmethod.texImage2D = i++;
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								GLmethod.texParameterf = i++;
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								GLmethod.texParameteri = i++;
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								GLmethod.texSubImage2D = i++;
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								GLmethod.uniform1f = i++;
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								GLmethod.uniform1fv = i++;
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								GLmethod.uniform1i = i++;
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								GLmethod.uniform1iv = i++;
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								GLmethod.uniform2f = i++;                  //110
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								GLmethod.uniform2fv = i++;
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								GLmethod.uniform2i = i++;
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								GLmethod.uniform2iv = i++;
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								GLmethod.uniform3f = i++;
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								GLmethod.uniform3fv = i++;
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								GLmethod.uniform3i = i++;
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								GLmethod.uniform3iv = i++;
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								GLmethod.uniform4f = i++;
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								GLmethod.uniform4fv = i++;
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								GLmethod.uniform4i = i++;                  //120
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								GLmethod.uniform4iv = i++;
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								GLmethod.uniformMatrix2fv = i++;
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								GLmethod.uniformMatrix3fv = i++;
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								GLmethod.uniformMatrix4fv = i++;
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								GLmethod.useProgram = i++;
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								GLmethod.validateProgram = i++;
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								GLmethod.vertexAttrib1f = i++; //new
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								GLmethod.vertexAttrib2f = i++; //new
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								GLmethod.vertexAttrib3f = i++; //new
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								GLmethod.vertexAttrib4f = i++; //new       //130
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								GLmethod.vertexAttrib1fv = i++; //new
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								GLmethod.vertexAttrib2fv = i++; //new
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								GLmethod.vertexAttrib3fv = i++; //new
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								GLmethod.vertexAttrib4fv = i++; //new
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								GLmethod.vertexAttribPointer = i++;
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								GLmethod.viewport = i++;
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								export default GLmethod;
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