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Specific enums for Version20 feature: "GLSL Shaders".
Added MatrixMode.Color enum.
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@ -222,6 +222,9 @@ ARB_imaging enum:
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REPLICATE_BORDER = 0x8153
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CONVOLUTION_BORDER_COLOR = 0x8154
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MatrixMode enum:
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use PixelCopyType COLOR # <summary>Supported by the ARB_imaging extension</summary>
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###############################################################################
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#
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# OpenGL 1.3 enums (edited for OpenTK)
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@ -835,14 +838,14 @@ GetPName enum:
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VERSION_2_0 enum:
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BLEND_EQUATION_RGB = GL_BLEND_EQUATION # EXT_blend_equation_separate
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VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 # ARB_vertex_shader
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VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 # ARB_vertex_shader
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VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 # ARB_vertex_shader
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VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 # ARB_vertex_shader
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CURRENT_VERTEX_ATTRIB = 0x8626 # ARB_vertex_shader
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VERTEX_PROGRAM_POINT_SIZE = 0x8642 # ARB_vertex_shader
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VERTEX_PROGRAM_TWO_SIDE = 0x8643 # ARB_vertex_shader
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VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 # ARB_vertex_shader
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# CURRENT_VERTEX_ATTRIB = 0x8626 # ARB_vertex_shader
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# VERTEX_PROGRAM_POINT_SIZE = 0x8642 # ARB_vertex_shader
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# VERTEX_PROGRAM_TWO_SIDE = 0x8643 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 # ARB_vertex_shader
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STENCIL_BACK_FUNC = 0x8800 # ARB_stencil_two_side
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STENCIL_BACK_FAIL = 0x8801 # ARB_stencil_two_side
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STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 # ARB_stencil_two_side
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@ -867,17 +870,17 @@ VERSION_2_0 enum:
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BLEND_EQUATION_ALPHA = 0x883D # EXT_blend_equation_separate
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# POINT_SPRITE = 0x8861 # ARB_point_sprite
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# COORD_REPLACE = 0x8862 # ARB_point_sprite
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MAX_VERTEX_ATTRIBS = 0x8869 # ARB_vertex_shader
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VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A # ARB_vertex_shader
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MAX_TEXTURE_COORDS = 0x8871 # ARB_vertex_shader, ARB_fragment_shader
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MAX_TEXTURE_IMAGE_UNITS = 0x8872 # ARB_vertex_shader, ARB_fragment_shader
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# MAX_VERTEX_ATTRIBS = 0x8869 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A # ARB_vertex_shader
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# MAX_TEXTURE_COORDS = 0x8871 # ARB_vertex_shader, ARB_fragment_shader
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# MAX_TEXTURE_IMAGE_UNITS = 0x8872 # ARB_vertex_shader, ARB_fragment_shader
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# FRAGMENT_SHADER = 0x8B30 # ARB_fragment_shader
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# VERTEX_SHADER = 0x8B31 # ARB_vertex_shader
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MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 # ARB_fragment_shader
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MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A # ARB_vertex_shader
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MAX_VARYING_FLOATS = 0x8B4B # ARB_vertex_shader
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MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C # ARB_vertex_shader
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MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D # ARB_vertex_shader
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# MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 # ARB_fragment_shader
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# MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A # ARB_vertex_shader
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# MAX_VARYING_FLOATS = 0x8B4B # ARB_vertex_shader
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# MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C # ARB_vertex_shader
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# MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D # ARB_vertex_shader
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SHADER_TYPE = 0x8B4F # ARB_shader_objects
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# FLOAT_VEC2 = 0x8B50 # ARB_shader_objects
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# FLOAT_VEC3 = 0x8B51 # ARB_shader_objects
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@ -898,20 +901,20 @@ VERSION_2_0 enum:
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# SAMPLER_CUBE = 0x8B60 # ARB_shader_objects
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# SAMPLER_1D_SHADOW = 0x8B61 # ARB_shader_objects
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# SAMPLER_2D_SHADOW = 0x8B62 # ARB_shader_objects
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DELETE_STATUS = 0x8B80 # ARB_shader_objects
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COMPILE_STATUS = 0x8B81 # ARB_shader_objects
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LINK_STATUS = 0x8B82 # ARB_shader_objects
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VALIDATE_STATUS = 0x8B83 # ARB_shader_objects
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INFO_LOG_LENGTH = 0x8B84 # ARB_shader_objects
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ATTACHED_SHADERS = 0x8B85 # ARB_shader_objects
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ACTIVE_UNIFORMS = 0x8B86 # ARB_shader_objects
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ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 # ARB_shader_objects
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SHADER_SOURCE_LENGTH = 0x8B88 # ARB_shader_objects
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ACTIVE_ATTRIBUTES = 0x8B89 # ARB_vertex_shader
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ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A # ARB_vertex_shader
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FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B # ARB_fragment_shader
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# DELETE_STATUS = 0x8B80 # ARB_shader_objects
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# COMPILE_STATUS = 0x8B81 # ARB_shader_objects
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# LINK_STATUS = 0x8B82 # ARB_shader_objects
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# VALIDATE_STATUS = 0x8B83 # ARB_shader_objects
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# INFO_LOG_LENGTH = 0x8B84 # ARB_shader_objects
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# ATTACHED_SHADERS = 0x8B85 # ARB_shader_objects
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# ACTIVE_UNIFORMS = 0x8B86 # ARB_shader_objects
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# ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 # ARB_shader_objects
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# SHADER_SOURCE_LENGTH = 0x8B88 # ARB_shader_objects
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# ACTIVE_ATTRIBUTES = 0x8B89 # ARB_vertex_shader
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# ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A # ARB_vertex_shader
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# FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B # ARB_fragment_shader
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# SHADING_LANGUAGE_VERSION = 0x8B8C # ARB_shading_language_100
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CURRENT_PROGRAM = 0x8B8D # ARB_shader_objects (added for 2.0)
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# CURRENT_PROGRAM = 0x8B8D # ARB_shader_objects (added for 2.0)
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POINT_SPRITE_COORD_ORIGIN = 0x8CA0 # ARB_point_sprite (added for 2.0)
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LOWER_LEFT = 0x8CA1 # ARB_point_sprite (added for 2.0)
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UPPER_LEFT = 0x8CA2 # ARB_point_sprite (added for 2.0)
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@ -919,6 +922,107 @@ VERSION_2_0 enum:
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STENCIL_BACK_VALUE_MASK = 0x8CA4 # ARB_stencil_two_side
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STENCIL_BACK_WRITEMASK = 0x8CA5 # ARB_stencil_two_side
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# Shader Objects
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# http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml
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# http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniform.xml
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ShaderType enum:
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FRAGMENT_SHADER = 0x8B30 # ARB_fragment_shader
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VERTEX_SHADER = 0x8B31 # ARB_vertex_shader
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GEOMETRY_SHADER_EXT = 0x8DD9 # EXT_geometry_shader4 -- not core
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EnableCap enum:
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VERTEX_PROGRAM_POINT_SIZE = 0x8642 # ARB_vertex_shader
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VERTEX_PROGRAM_TWO_SIDE = 0x8643 # ARB_vertex_shader
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GetPName enum:
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FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B # ARB_fragment_shader
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MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 # ARB_fragment_shader
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MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A # ARB_vertex_shader
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MAX_VARYING_FLOATS = 0x8B4B # ARB_vertex_shader
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MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C # ARB_vertex_shader
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MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D # ARB_vertex_shader
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MAX_TEXTURE_COORDS = 0x8871 # ARB_vertex_shader, ARB_fragment_shader
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MAX_TEXTURE_IMAGE_UNITS = 0x8872 # ARB_vertex_shader, ARB_fragment_shader
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MAX_VERTEX_ATTRIBS = 0x8869 # ARB_vertex_shader
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CURRENT_PROGRAM = 0x8B8D # ARB_shader_objects (added for 2.0)
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ActiveUniformType enum:
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use DataType FLOAT
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FLOAT_VEC2 = 0x8B50 # ARB_shader_objects
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FLOAT_VEC3 = 0x8B51 # ARB_shader_objects
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FLOAT_VEC4 = 0x8B52 # ARB_shader_objects
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use DataType INT
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INT_VEC2 = 0x8B53 # ARB_shader_objects
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INT_VEC3 = 0x8B54 # ARB_shader_objects
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INT_VEC4 = 0x8B55 # ARB_shader_objects
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BOOL = 0x8B56 # ARB_shader_objects
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BOOL_VEC2 = 0x8B57 # ARB_shader_objects
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BOOL_VEC3 = 0x8B58 # ARB_shader_objects
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BOOL_VEC4 = 0x8B59 # ARB_shader_objects
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FLOAT_MAT2 = 0x8B5A # ARB_shader_objects
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FLOAT_MAT3 = 0x8B5B # ARB_shader_objects
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FLOAT_MAT4 = 0x8B5C # ARB_shader_objects
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SAMPLER_1D = 0x8B5D # ARB_shader_objects
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SAMPLER_2D = 0x8B5E # ARB_shader_objects
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SAMPLER_3D = 0x8B5F # ARB_shader_objects
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SAMPLER_CUBE = 0x8B60 # ARB_shader_objects
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SAMPLER_1D_SHADOW = 0x8B61 # ARB_shader_objects
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SAMPLER_2D_SHADOW = 0x8B62 # ARB_shader_objects
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ActiveAttribType enum:
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use DataType FLOAT
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FLOAT_VEC2 = 0x8B50 # ARB_shader_objects
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FLOAT_VEC3 = 0x8B51 # ARB_shader_objects
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FLOAT_VEC4 = 0x8B52 # ARB_shader_objects
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FLOAT_MAT2 = 0x8B5A # ARB_shader_objects
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FLOAT_MAT3 = 0x8B5B # ARB_shader_objects
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FLOAT_MAT4 = 0x8B5C # ARB_shader_objects
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VertexAttribPointerType enum:
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use DataType BYTE
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use DataType UNSIGNED_BYTE
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use DataType SHORT
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use DataType UNSIGNED_SHORT
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use DataType INT
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use DataType UNSIGNED_INT
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use DataType FLOAT
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use DataType DOUBLE
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# Shading Language
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StringName enum:
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SHADING_LANGUAGE_VERSION = 0x8B8C
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ObjectParameterName enum:
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DELETE_STATUS = 0x8B80 # ARB_shader_objects
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COMPILE_STATUS = 0x8B81 # ARB_shader_objects
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LINK_STATUS = 0x8B82 # ARB_shader_objects
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VALIDATE_STATUS = 0x8B83 # ARB_shader_objects
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INFO_LOG_LENGTH = 0x8B84 # ARB_shader_objects
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ATTACHED_SHADERS = 0x8B85 # ARB_shader_objects
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ACTIVE_UNIFORMS = 0x8B86 # ARB_shader_objects
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ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 # ARB_shader_objects
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SHADER_SOURCE_LENGTH = 0x8B88 # ARB_shader_objects
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ACTIVE_ATTRIBUTES = 0x8B89 # ARB_vertex_shader
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ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A # ARB_vertex_shader
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VertexAttribParameter enum:
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# VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 # ARB_vertex_shader
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# CURRENT_VERTEX_ATTRIB = 0x8626 # ARB_vertex_shader
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# VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A # ARB_vertex_shader
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ARRAY_ENABLED = 0x8622 # ARB_vertex_shader
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ARRAY_SIZE = 0x8623 # ARB_vertex_shader
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ARRAY_STRIDE = 0x8624 # ARB_vertex_shader
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ARRAY_TYPE = 0x8625 # ARB_vertex_shader
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CURRENT_VERTEX_ATTRIB = 0x8626 # ARB_vertex_shader
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ARRAY_NORMALIZED = 0x886A # ARB_vertex_shader
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VertexAttribPointerParameter enum:
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# VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 # ARB_vertex_shader
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ARRAY_POINTER = 0x8645 # ARB_vertex_shader
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# Half Float (http://www.opengl.org/registry/specs/ARB/half_float_pixel.txt)
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PixelType enum:
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HALF_FLOAT = 0x140B
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@ -973,41 +1077,6 @@ TextureEnvModePointSprite enum:
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GetPName enum:
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POINT_SPRITE = 0x8861
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# Shader Objects
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# http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml
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# http://www.opengl.org/sdk/docs/man/xhtml/glGetActiveUniform.xml
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ShaderObjectType enum:
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FRAGMENT_SHADER = 0x8B30 # ARB_fragment_shader
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VERTEX_SHADER = 0x8B31 # ARB_vertex_shader
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# GEOMETRY_SHADER_EXT = 0x8DD9 # EXT_geometry_shader4 -- not core
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ActiveUniformType enum:
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use DataType FLOAT
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FLOAT_VEC2 = 0x8B50 # ARB_shader_objects
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FLOAT_VEC3 = 0x8B51 # ARB_shader_objects
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FLOAT_VEC4 = 0x8B52 # ARB_shader_objects
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use DataType INT
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INT_VEC2 = 0x8B53 # ARB_shader_objects
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INT_VEC3 = 0x8B54 # ARB_shader_objects
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INT_VEC4 = 0x8B55 # ARB_shader_objects
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BOOL = 0x8B56 # ARB_shader_objects
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BOOL_VEC2 = 0x8B57 # ARB_shader_objects
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BOOL_VEC3 = 0x8B58 # ARB_shader_objects
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BOOL_VEC4 = 0x8B59 # ARB_shader_objects
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FLOAT_MAT2 = 0x8B5A # ARB_shader_objects
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FLOAT_MAT3 = 0x8B5B # ARB_shader_objects
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FLOAT_MAT4 = 0x8B5C # ARB_shader_objects
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SAMPLER_1D = 0x8B5D # ARB_shader_objects
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SAMPLER_2D = 0x8B5E # ARB_shader_objects
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SAMPLER_3D = 0x8B5F # ARB_shader_objects
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SAMPLER_CUBE = 0x8B60 # ARB_shader_objects
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SAMPLER_1D_SHADOW = 0x8B61 # ARB_shader_objects
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SAMPLER_2D_SHADOW = 0x8B62 # ARB_shader_objects
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# Shading Language
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StringName enum:
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SHADING_LANGUAGE_VERSION = 0x8B8C
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###############################################################################
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#
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# OpenGL 2.1 enums (edited for OpenTK)
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@ -5944,7 +5944,7 @@ CreateProgram()
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CreateShader(type)
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return UInt32
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param type ShaderObjectType in value # GLenum in value
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param type ShaderType in value # GLenum in value
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category VERSION_2_0
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version 2.0
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extension
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param bufSize SizeI in value
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param length SizeI out array [1]
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param size Int32 out array [1]
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param type GLenum out array [1]
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param type ActiveAttribType out array [1] # GLenum out array [1]
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param name Char out array []
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category VERSION_2_0
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dlflags notlistable
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GetVertexAttribdv(index, pname, params)
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return void
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param index UInt32 in value
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param pname VertexAttribPropertyARB in value
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param pname VertexAttribParameter in value # VertexAttribPropertyARB in value
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param params Float64 out array [4]
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dlflags notlistable
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category VERSION_2_0
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GetVertexAttribfv(index, pname, params)
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return void
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param index UInt32 in value
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param pname VertexAttribPropertyARB in value
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param pname VertexAttribParameter in value # VertexAttribPropertyARB in value
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param params Float32 out array [4]
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dlflags notlistable
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category VERSION_2_0
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GetVertexAttribiv(index, pname, params)
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return void
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param index UInt32 in value
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param pname VertexAttribPropertyARB in value
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param pname VertexAttribParameter in value # VertexAttribPropertyARB in value
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param params Int32 out array [4]
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dlflags notlistable
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category VERSION_2_0
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GetVertexAttribPointerv(index, pname, pointer)
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return void
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param index UInt32 in value
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param pname VertexAttribPointerPropertyARB in value
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param pname VertexAttribPointerParameter in value # VertexAttribPointerPropertyARB in value
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param pointer VoidPointer out array [1]
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dlflags notlistable
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category VERSION_2_0
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return void
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param index UInt32 in value
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param size Int32 in value
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param type VertexAttribPointerTypeARB in value
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param type VertexAttribPointerType in value # VertexAttribPointerTypeARB in value
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param normalized Boolean in value
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param stride SizeI in value
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param pointer Void in array [COMPSIZE(size/type/stride)] retained
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