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gpu,gpu/backend: implement GLSL 300 es shader variants
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -33,6 +33,7 @@ const (
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HALF_FLOAT = 0x140b
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HALF_FLOAT_OES = 0x8d61
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INFO_LOG_LENGTH = 0x8B84
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INVALID_INDEX = ^uint(0)
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GREATER = 0x204
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LINEAR = 0x2601
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LINK_STATUS = 0x8b82
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@@ -92,6 +93,7 @@ type Functions interface {
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BeginQuery(target Enum, query Query)
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BindAttribLocation(p Program, a Attrib, name string)
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BindBuffer(target Enum, b Buffer)
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BindBufferBase(target Enum, index int, buffer Buffer)
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BindFramebuffer(target Enum, fb Framebuffer)
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BindRenderbuffer(target Enum, fb Renderbuffer)
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BindTexture(target Enum, t Texture)
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@@ -136,6 +138,7 @@ type Functions interface {
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GetShaderi(s Shader, pname Enum) int
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GetShaderInfoLog(s Shader) string
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GetString(pname Enum) string
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GetUniformBlockIndex(p Program, name string) uint
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GetUniformLocation(p Program, name string) Uniform
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InvalidateFramebuffer(target, attachment Enum)
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LinkProgram(p Program)
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@@ -144,6 +147,7 @@ type Functions interface {
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ShaderSource(s Shader, src string)
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TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte)
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TexParameteri(target, pname Enum, param int)
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UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint)
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Uniform1f(dst Uniform, v float32)
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Uniform1i(dst Uniform, v int)
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Uniform2f(dst Uniform, v0, v1 float32)
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