1!gles2_core
2
3%#include <GLES3/gl31.h>
4
5void glActiveTexture(GLenum texture);
6void glAttachShader(GLuint program, GLuint shader);
7void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
8void glBindBuffer(GLenum target, GLuint buffer);
9void glBindFramebuffer(GLenum target, GLuint framebuffer);
10void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
11void glBindTexture(GLenum target, GLuint texture);
12void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
13void glBlendEquation(GLenum mode);
14void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
15void glBlendFunc(GLenum sfactor, GLenum dfactor);
16void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
17void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
18void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
19GLenum glCheckFramebufferStatus(GLenum target);
20void glClear(GLbitfield mask);
21void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
22void glClearDepthf(GLfloat d);
23void glClearStencil(GLint s);
24void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
25void glCompileShader(GLuint shader);
26void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
27void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
28void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
29void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
30GLuint glCreateProgram(void);
31GLuint glCreateShader(GLenum type);
32void glCullFace(GLenum mode);
33void glDeleteBuffers(GLsizei n, const GLuint *buffers);
34void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
35void glDeleteProgram(GLuint program);
36void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
37void glDeleteShader(GLuint shader);
38void glDeleteTextures(GLsizei n, const GLuint *textures);
39void glDepthFunc(GLenum func);
40void glDepthMask(GLboolean flag);
41void glDepthRangef(GLfloat n, GLfloat f);
42void glDetachShader(GLuint program, GLuint shader);
43void glDisable(GLenum cap);
44void glDisableVertexAttribArray(GLuint index);
45void glDrawArrays(GLenum mode, GLint first, GLsizei count);
46void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
47void glEnable(GLenum cap);
48void glEnableVertexAttribArray(GLuint index);
49void glFinish(void);
50void glFlush(void);
51void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
52void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
53void glFrontFace(GLenum mode);
54void glGenBuffers(GLsizei n, GLuint *buffers);
55void glGenerateMipmap(GLenum target);
56void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
57void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
58void glGenTextures(GLsizei n, GLuint *textures);
59void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
60void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
61void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
62GLint glGetAttribLocation(GLuint program, const GLchar *name);
63void glGetBooleanv(GLenum pname, GLboolean *data);
64void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
65GLenum glGetError(void);
66void glGetFloatv(GLenum pname, GLfloat *data);
67void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
68void glGetIntegerv(GLenum pname, GLint *data);
69void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
70void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
71void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
72void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
73void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
74void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
75void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
76const GLubyte *glGetString(GLenum name);
77void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
78void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
79void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
80void glGetUniformiv(GLuint program, GLint location, GLint *params);
81GLint glGetUniformLocation(GLuint program, const GLchar *name);
82void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
83void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
84void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
85void glHint(GLenum target, GLenum mode);
86GLboolean glIsBuffer(GLuint buffer);
87GLboolean glIsEnabled(GLenum cap);
88GLboolean glIsFramebuffer(GLuint framebuffer);
89GLboolean glIsProgram(GLuint program);
90GLboolean glIsRenderbuffer(GLuint renderbuffer);
91GLboolean glIsShader(GLuint shader);
92GLboolean glIsTexture(GLuint texture);
93void glLineWidth(GLfloat width);
94void glLinkProgram(GLuint program);
95void glPixelStorei(GLenum pname, GLint param);
96void glPolygonOffset(GLfloat factor, GLfloat units);
97void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
98void glReleaseShaderCompiler(void);
99void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
100void glSampleCoverage(GLfloat value, GLboolean invert);
101void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
102void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
103void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
104void glStencilFunc(GLenum func, GLint ref, GLuint mask);
105void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
106void glStencilMask(GLuint mask);
107void glStencilMaskSeparate(GLenum face, GLuint mask);
108void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
109void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
110void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
111void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
112void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
113void glTexParameteri(GLenum target, GLenum pname, GLint param);
114void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
115void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
116void glUniform1f(GLint location, GLfloat v0);
117void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
118void glUniform1i(GLint location, GLint v0);
119void glUniform1iv(GLint location, GLsizei count, const GLint *value);
120void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
121void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
122void glUniform2i(GLint location, GLint v0, GLint v1);
123void glUniform2iv(GLint location, GLsizei count, const GLint *value);
124void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
125void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
126void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
127void glUniform3iv(GLint location, GLsizei count, const GLint *value);
128void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
129void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
130void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
131void glUniform4iv(GLint location, GLsizei count, const GLint *value);
132void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
133void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
134void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
135void glUseProgram(GLuint program);
136void glValidateProgram(GLuint program);
137void glVertexAttrib1f(GLuint index, GLfloat x);
138void glVertexAttrib1fv(GLuint index, const GLfloat *v);
139void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
140void glVertexAttrib2fv(GLuint index, const GLfloat *v);
141void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
142void glVertexAttrib3fv(GLuint index, const GLfloat *v);
143void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
144void glVertexAttrib4fv(GLuint index, const GLfloat *v);
145void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
146void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
147