wasm
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@@ -59,6 +59,32 @@ glDepthFunc : (u32) -> void = ---;
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glUniform1f : (s32, f32) -> void = ---;
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GL_LESS :u32: 0x0201;
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GL_LEQUAL :u32: 0x0203;
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GL_SCISSOR_TEST :u32: 0x0C11;
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GL_DYNAMIC_DRAW :u32: 0x88E8;
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GL_TEXTURE_2D :u32: 0x0DE1;
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GL_TEXTURE_MIN_FILTER :u32: 0x2801;
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GL_TEXTURE_MAG_FILTER :u32: 0x2800;
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GL_NEAREST :u32: 0x2600;
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GL_RGBA :u32: 0x1908;
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GL_UNSIGNED_BYTE :u32: 0x1401;
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GL_SRC_ALPHA :u32: 0x0302;
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GL_ONE_MINUS_SRC_ALPHA :u32: 0x0303;
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GL_TEXTURE0 :u32: 0x84C0;
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GL_LINEAR :u32: 0x2601;
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GL_RED :u32: 0x1903;
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GL_UNPACK_ALIGNMENT :u32: 0x0CF5;
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glScissor : (s32, s32, s32, s32) -> void = ---;
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glBufferSubData : (u32, s64, s64, *void) -> void = ---;
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glGenTextures : (s32, *u32) -> void = ---;
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glBindTexture : (u32, u32) -> void = ---;
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glTexImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glTexParameteri : (u32, u32, s32) -> void = ---;
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glBlendFunc : (u32, u32) -> void = ---;
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glReadPixels : (s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glActiveTexture : (u32) -> void = ---;
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glUniform1i : (s32, s32) -> void = ---;
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glPixelStorei : (u32, s32) -> void = ---;
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// Loader: call once after creating GL context
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// Pass in a proc loader (e.g. SDL_GL_GetProcAddress)
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@@ -95,6 +121,17 @@ load_gl :: (get_proc: ([:0]u8) -> *void) {
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glUniform3f = xx get_proc("glUniform3f");
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glDepthFunc = xx get_proc("glDepthFunc");
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glUniform1f = xx get_proc("glUniform1f");
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glScissor = xx get_proc("glScissor");
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glBufferSubData = xx get_proc("glBufferSubData");
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glGenTextures = xx get_proc("glGenTextures");
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glBindTexture = xx get_proc("glBindTexture");
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glTexImage2D = xx get_proc("glTexImage2D");
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glTexParameteri = xx get_proc("glTexParameteri");
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glBlendFunc = xx get_proc("glBlendFunc");
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glReadPixels = xx get_proc("glReadPixels");
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glActiveTexture = xx get_proc("glActiveTexture");
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glUniform1i = xx get_proc("glUniform1i");
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glPixelStorei = xx get_proc("glPixelStorei");
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}
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