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