Introduction an ADD_FUNCTION macro to simply the set up of the static function mappings
This commit is contained in:
@@ -19,6 +19,7 @@
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#include "GLStaticLibrary.h"
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#include <osg/GL>
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#include <osg/Notify>
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#include <map>
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#include <string>
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@@ -34,150 +35,153 @@ typedef std::map<std::string, GLProc> GLProcAddressMap;
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static bool sProcAddressInitialized = false;
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static GLProcAddressMap sProcAddressMap;
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#define ADD_FUNCTION(FunctionName) sProcAddressMap[#FunctionName] = reinterpret_cast<GLProc>(&FunctionName);
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void initGLES2ProcAddress()
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{
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sProcAddressMap["glActiveTexture"] = reinterpret_cast<GLProc>(&glActiveTexture);
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sProcAddressMap["glAttachShader"] = reinterpret_cast<GLProc>(&glAttachShader);
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sProcAddressMap["glBindAttribLocation"] = reinterpret_cast<GLProc>(&glBindAttribLocation);
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sProcAddressMap["glBindBuffer"] = reinterpret_cast<GLProc>(&glBindBuffer);
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sProcAddressMap["glBindFramebuffer"] = reinterpret_cast<GLProc>(&glBindFramebuffer);
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sProcAddressMap["glBindRenderbuffer"] = reinterpret_cast<GLProc>(&glBindRenderbuffer);
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sProcAddressMap["glBindTexture"] = reinterpret_cast<GLProc>(&glBindTexture);
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sProcAddressMap["glBlendColor"] = reinterpret_cast<GLProc>(&glBlendColor);
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sProcAddressMap["glBlendEquation"] = reinterpret_cast<GLProc>(&glBlendEquation);
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sProcAddressMap["glBlendEquationSeparate"] = reinterpret_cast<GLProc>(&glBlendEquationSeparate);
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sProcAddressMap["glBlendFunc"] = reinterpret_cast<GLProc>(&glBlendFunc);
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sProcAddressMap["glBlendFuncSeparate"] = reinterpret_cast<GLProc>(&glBlendFuncSeparate);
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sProcAddressMap["glBufferData"] = reinterpret_cast<GLProc>(&glBufferData);
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sProcAddressMap["glBufferSubData"] = reinterpret_cast<GLProc>(&glBufferSubData);
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sProcAddressMap["glCheckFramebufferStatus"] = reinterpret_cast<GLProc>(&glCheckFramebufferStatus);
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sProcAddressMap["glClear"] = reinterpret_cast<GLProc>(&glClear);
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sProcAddressMap["glClearColor"] = reinterpret_cast<GLProc>(&glClearColor);
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sProcAddressMap["glClearDepthf"] = reinterpret_cast<GLProc>(&glClearDepthf);
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sProcAddressMap["glClearStencil"] = reinterpret_cast<GLProc>(&glClearStencil);
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sProcAddressMap["glColorMask"] = reinterpret_cast<GLProc>(&glColorMask);
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sProcAddressMap["glCompileShader"] = reinterpret_cast<GLProc>(&glCompileShader);
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sProcAddressMap["glCompressedTexImage2D"] = reinterpret_cast<GLProc>(&glCompressedTexImage2D);
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sProcAddressMap["glCompressedTexSubImage2D"] = reinterpret_cast<GLProc>(&glCompressedTexSubImage2D);
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sProcAddressMap["glCopyTexImage2D"] = reinterpret_cast<GLProc>(&glCopyTexImage2D);
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sProcAddressMap["glCopyTexSubImage2D"] = reinterpret_cast<GLProc>(&glCopyTexSubImage2D);
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sProcAddressMap["glCreateProgram"] = reinterpret_cast<GLProc>(&glCreateProgram);
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sProcAddressMap["glCreateShader"] = reinterpret_cast<GLProc>(&glCreateShader);
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sProcAddressMap["glCullFace"] = reinterpret_cast<GLProc>(&glCullFace);
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sProcAddressMap["glDeleteBuffers"] = reinterpret_cast<GLProc>(&glDeleteBuffers);
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sProcAddressMap["glDeleteFramebuffers"] = reinterpret_cast<GLProc>(&glDeleteFramebuffers);
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sProcAddressMap["glDeleteProgram"] = reinterpret_cast<GLProc>(&glDeleteProgram);
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sProcAddressMap["glDeleteRenderbuffers"] = reinterpret_cast<GLProc>(&glDeleteRenderbuffers);
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sProcAddressMap["glDeleteShader"] = reinterpret_cast<GLProc>(&glDeleteShader);
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sProcAddressMap["glDeleteTextures"] = reinterpret_cast<GLProc>(&glDeleteTextures);
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sProcAddressMap["glDepthFunc"] = reinterpret_cast<GLProc>(&glDepthFunc);
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sProcAddressMap["glDepthMask"] = reinterpret_cast<GLProc>(&glDepthMask);
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sProcAddressMap["glDepthRangef"] = reinterpret_cast<GLProc>(&glDepthRangef);
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sProcAddressMap["glDetachShader"] = reinterpret_cast<GLProc>(&glDetachShader);
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sProcAddressMap["glDisable"] = reinterpret_cast<GLProc>(&glDisable);
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sProcAddressMap["glDisableVertexAttribArray"] = reinterpret_cast<GLProc>(&glDisableVertexAttribArray);
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sProcAddressMap["glDrawArrays"] = reinterpret_cast<GLProc>(&glDrawArrays);
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sProcAddressMap["glDrawElements"] = reinterpret_cast<GLProc>(&glDrawElements);
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sProcAddressMap["glEnable"] = reinterpret_cast<GLProc>(&glEnable);
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sProcAddressMap["glEnableVertexAttribArray"] = reinterpret_cast<GLProc>(&glEnableVertexAttribArray);
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sProcAddressMap["glFinish"] = reinterpret_cast<GLProc>(&glFinish);
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sProcAddressMap["glFlush"] = reinterpret_cast<GLProc>(&glFlush);
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sProcAddressMap["glFramebufferRenderbuffer"] = reinterpret_cast<GLProc>(&glFramebufferRenderbuffer);
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sProcAddressMap["glFramebufferTexture2D"] = reinterpret_cast<GLProc>(&glFramebufferTexture2D);
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sProcAddressMap["glFrontFace"] = reinterpret_cast<GLProc>(&glFrontFace);
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sProcAddressMap["glGenBuffers"] = reinterpret_cast<GLProc>(&glGenBuffers);
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sProcAddressMap["glGenerateMipmap"] = reinterpret_cast<GLProc>(&glGenerateMipmap);
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sProcAddressMap["glGenFramebuffers"] = reinterpret_cast<GLProc>(&glGenFramebuffers);
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sProcAddressMap["glGenRenderbuffers"] = reinterpret_cast<GLProc>(&glGenRenderbuffers);
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sProcAddressMap["glGenTextures"] = reinterpret_cast<GLProc>(&glGenTextures);
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sProcAddressMap["glGetActiveAttrib"] = reinterpret_cast<GLProc>(&glGetActiveAttrib);
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sProcAddressMap["glGetActiveUniform"] = reinterpret_cast<GLProc>(&glGetActiveUniform);
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sProcAddressMap["glGetAttachedShaders"] = reinterpret_cast<GLProc>(&glGetAttachedShaders);
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sProcAddressMap["glGetAttribLocation"] = reinterpret_cast<GLProc>(&glGetAttribLocation);
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sProcAddressMap["glGetBooleanv"] = reinterpret_cast<GLProc>(&glGetBooleanv);
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sProcAddressMap["glGetBufferParameteriv"] = reinterpret_cast<GLProc>(&glGetBufferParameteriv);
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sProcAddressMap["glGetError"] = reinterpret_cast<GLProc>(&glGetError);
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sProcAddressMap["glGetFloatv"] = reinterpret_cast<GLProc>(&glGetFloatv);
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sProcAddressMap["glGetFramebufferAttachmentParameteriv"] = reinterpret_cast<GLProc>(&glGetFramebufferAttachmentParameteriv);
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sProcAddressMap["glGetIntegerv"] = reinterpret_cast<GLProc>(&glGetIntegerv);
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sProcAddressMap["glGetProgramiv"] = reinterpret_cast<GLProc>(&glGetProgramiv);
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sProcAddressMap["glGetProgramInfoLog"] = reinterpret_cast<GLProc>(&glGetProgramInfoLog);
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sProcAddressMap["glGetRenderbufferParameteriv"] = reinterpret_cast<GLProc>(&glGetRenderbufferParameteriv);
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sProcAddressMap["glGetShaderiv"] = reinterpret_cast<GLProc>(&glGetShaderiv);
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sProcAddressMap["glGetShaderInfoLog"] = reinterpret_cast<GLProc>(&glGetShaderInfoLog);
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sProcAddressMap["glGetShaderPrecisionFormat"] = reinterpret_cast<GLProc>(&glGetShaderPrecisionFormat);
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sProcAddressMap["glGetShaderSource"] = reinterpret_cast<GLProc>(&glGetShaderSource);
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sProcAddressMap["glGetString"] = reinterpret_cast<GLProc>(&glGetString);
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sProcAddressMap["glGetTexParameterfv"] = reinterpret_cast<GLProc>(&glGetTexParameterfv);
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sProcAddressMap["glGetTexParameteriv"] = reinterpret_cast<GLProc>(&glGetTexParameteriv);
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sProcAddressMap["glGetUniformfv"] = reinterpret_cast<GLProc>(&glGetUniformfv);
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sProcAddressMap["glGetUniformiv"] = reinterpret_cast<GLProc>(&glGetUniformiv);
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sProcAddressMap["glGetUniformLocation"] = reinterpret_cast<GLProc>(&glGetUniformLocation);
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sProcAddressMap["glGetVertexAttribfv"] = reinterpret_cast<GLProc>(&glGetVertexAttribfv);
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sProcAddressMap["glGetVertexAttribiv"] = reinterpret_cast<GLProc>(&glGetVertexAttribiv);
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sProcAddressMap["glGetVertexAttribPointerv"] = reinterpret_cast<GLProc>(&glGetVertexAttribPointerv);
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sProcAddressMap["glHint"] = reinterpret_cast<GLProc>(&glHint);
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sProcAddressMap["glIsBuffer"] = reinterpret_cast<GLProc>(&glIsBuffer);
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sProcAddressMap["glIsEnabled"] = reinterpret_cast<GLProc>(&glIsEnabled);
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sProcAddressMap["glIsFramebuffer"] = reinterpret_cast<GLProc>(&glIsFramebuffer);
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sProcAddressMap["glIsProgram"] = reinterpret_cast<GLProc>(&glIsProgram);
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sProcAddressMap["glIsRenderbuffer"] = reinterpret_cast<GLProc>(&glIsRenderbuffer);
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sProcAddressMap["glIsShader"] = reinterpret_cast<GLProc>(&glIsShader);
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sProcAddressMap["glIsTexture"] = reinterpret_cast<GLProc>(&glIsTexture);
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sProcAddressMap["glLineWidth"] = reinterpret_cast<GLProc>(&glLineWidth);
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sProcAddressMap["glLinkProgram"] = reinterpret_cast<GLProc>(&glLinkProgram);
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sProcAddressMap["glPixelStorei"] = reinterpret_cast<GLProc>(&glPixelStorei);
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sProcAddressMap["glPolygonOffset"] = reinterpret_cast<GLProc>(&glPolygonOffset);
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sProcAddressMap["glReadPixels"] = reinterpret_cast<GLProc>(&glReadPixels);
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sProcAddressMap["glReleaseShaderCompiler"] = reinterpret_cast<GLProc>(&glReleaseShaderCompiler);
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sProcAddressMap["glRenderbufferStorage"] = reinterpret_cast<GLProc>(&glRenderbufferStorage);
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sProcAddressMap["glSampleCoverage"] = reinterpret_cast<GLProc>(&glSampleCoverage);
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sProcAddressMap["glScissor"] = reinterpret_cast<GLProc>(&glScissor);
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sProcAddressMap["glShaderBinary"] = reinterpret_cast<GLProc>(&glShaderBinary);
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sProcAddressMap["glShaderSource"] = reinterpret_cast<GLProc>(&glShaderSource);
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sProcAddressMap["glStencilFunc"] = reinterpret_cast<GLProc>(&glStencilFunc);
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sProcAddressMap["glStencilFuncSeparate"] = reinterpret_cast<GLProc>(&glStencilFuncSeparate);
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sProcAddressMap["glStencilMask"] = reinterpret_cast<GLProc>(&glStencilMask);
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sProcAddressMap["glStencilMaskSeparate"] = reinterpret_cast<GLProc>(&glStencilMaskSeparate);
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sProcAddressMap["glStencilOp"] = reinterpret_cast<GLProc>(&glStencilOp);
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sProcAddressMap["glStencilOpSeparate"] = reinterpret_cast<GLProc>(&glStencilOpSeparate);
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sProcAddressMap["glTexImage2D"] = reinterpret_cast<GLProc>(&glTexImage2D);
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sProcAddressMap["glTexParameterf"] = reinterpret_cast<GLProc>(&glTexParameterf);
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sProcAddressMap["glTexParameterfv"] = reinterpret_cast<GLProc>(&glTexParameterfv);
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sProcAddressMap["glTexParameteri"] = reinterpret_cast<GLProc>(&glTexParameteri);
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sProcAddressMap["glTexParameteriv"] = reinterpret_cast<GLProc>(&glTexParameteriv);
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sProcAddressMap["glTexSubImage2D"] = reinterpret_cast<GLProc>(&glTexSubImage2D);
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sProcAddressMap["glUniform1f"] = reinterpret_cast<GLProc>(&glUniform1f);
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sProcAddressMap["glUniform1fv"] = reinterpret_cast<GLProc>(&glUniform1fv);
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sProcAddressMap["glUniform1i"] = reinterpret_cast<GLProc>(&glUniform1i);
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sProcAddressMap["glUniform1iv"] = reinterpret_cast<GLProc>(&glUniform1iv);
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sProcAddressMap["glUniform2f"] = reinterpret_cast<GLProc>(&glUniform2f);
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sProcAddressMap["glUniform2fv"] = reinterpret_cast<GLProc>(&glUniform2fv);
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sProcAddressMap["glUniform2i"] = reinterpret_cast<GLProc>(&glUniform2i);
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sProcAddressMap["glUniform2iv"] = reinterpret_cast<GLProc>(&glUniform2iv);
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sProcAddressMap["glUniform3f"] = reinterpret_cast<GLProc>(&glUniform3f);
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sProcAddressMap["glUniform3fv"] = reinterpret_cast<GLProc>(&glUniform3fv);
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sProcAddressMap["glUniform3i"] = reinterpret_cast<GLProc>(&glUniform3i);
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sProcAddressMap["glUniform3iv"] = reinterpret_cast<GLProc>(&glUniform3iv);
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sProcAddressMap["glUniform4f"] = reinterpret_cast<GLProc>(&glUniform4f);
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sProcAddressMap["glUniform4fv"] = reinterpret_cast<GLProc>(&glUniform4fv);
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sProcAddressMap["glUniform4i"] = reinterpret_cast<GLProc>(&glUniform4i);
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sProcAddressMap["glUniform4iv"] = reinterpret_cast<GLProc>(&glUniform4iv);
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sProcAddressMap["glUniformMatrix2fv"] = reinterpret_cast<GLProc>(&glUniformMatrix2fv);
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sProcAddressMap["glUniformMatrix3fv"] = reinterpret_cast<GLProc>(&glUniformMatrix3fv);
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sProcAddressMap["glUniformMatrix4fv"] = reinterpret_cast<GLProc>(&glUniformMatrix4fv);
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sProcAddressMap["glUseProgram"] = reinterpret_cast<GLProc>(&glUseProgram);
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sProcAddressMap["glValidateProgram"] = reinterpret_cast<GLProc>(&glValidateProgram);
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sProcAddressMap["glVertexAttrib1f"] = reinterpret_cast<GLProc>(&glVertexAttrib1f);
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sProcAddressMap["glVertexAttrib1fv"] = reinterpret_cast<GLProc>(&glVertexAttrib1fv);
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sProcAddressMap["glVertexAttrib2f"] = reinterpret_cast<GLProc>(&glVertexAttrib2f);
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sProcAddressMap["glVertexAttrib2fv"] = reinterpret_cast<GLProc>(&glVertexAttrib2fv);
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sProcAddressMap["glVertexAttrib3f"] = reinterpret_cast<GLProc>(&glVertexAttrib3f);
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sProcAddressMap["glVertexAttrib3fv"] = reinterpret_cast<GLProc>(&glVertexAttrib3fv);
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sProcAddressMap["glVertexAttrib4f"] = reinterpret_cast<GLProc>(&glVertexAttrib4f);
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sProcAddressMap["glVertexAttrib4fv"] = reinterpret_cast<GLProc>(&glVertexAttrib4fv);
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sProcAddressMap["glVertexAttribPointer"] = reinterpret_cast<GLProc>(&glVertexAttribPointer);
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sProcAddressMap["glViewport"] = reinterpret_cast<GLProc>(&glViewport);
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ADD_FUNCTION(glActiveTexture)
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ADD_FUNCTION(glAttachShader)
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ADD_FUNCTION(glBindAttribLocation)
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ADD_FUNCTION(glBindBuffer)
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ADD_FUNCTION(glBindFramebuffer)
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ADD_FUNCTION(glBindRenderbuffer)
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ADD_FUNCTION(glBindTexture)
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ADD_FUNCTION(glBlendColor)
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ADD_FUNCTION(glBlendEquation)
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ADD_FUNCTION(glBlendEquationSeparate)
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ADD_FUNCTION(glBlendFunc)
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ADD_FUNCTION(glBlendFuncSeparate)
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ADD_FUNCTION(glBufferData)
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ADD_FUNCTION(glBufferSubData)
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ADD_FUNCTION(glCheckFramebufferStatus)
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ADD_FUNCTION(glClear)
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ADD_FUNCTION(glClearColor)
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ADD_FUNCTION(glClearDepthf)
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ADD_FUNCTION(glClearStencil)
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ADD_FUNCTION(glColorMask)
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ADD_FUNCTION(glCompileShader)
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ADD_FUNCTION(glCompressedTexImage2D)
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ADD_FUNCTION(glCompressedTexSubImage2D)
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ADD_FUNCTION(glCopyTexImage2D)
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ADD_FUNCTION(glCopyTexSubImage2D)
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ADD_FUNCTION(glCreateProgram)
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ADD_FUNCTION(glCreateShader)
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ADD_FUNCTION(glCullFace)
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ADD_FUNCTION(glDeleteBuffers)
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ADD_FUNCTION(glDeleteFramebuffers)
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ADD_FUNCTION(glDeleteProgram)
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ADD_FUNCTION(glDeleteRenderbuffers)
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ADD_FUNCTION(glDeleteShader)
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ADD_FUNCTION(glDeleteTextures)
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ADD_FUNCTION(glDepthFunc)
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ADD_FUNCTION(glDepthMask)
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ADD_FUNCTION(glDepthRangef)
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ADD_FUNCTION(glDetachShader)
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ADD_FUNCTION(glDisable)
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ADD_FUNCTION(glDisableVertexAttribArray)
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ADD_FUNCTION(glDrawArrays)
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ADD_FUNCTION(glDrawElements)
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ADD_FUNCTION(glEnable)
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ADD_FUNCTION(glEnableVertexAttribArray)
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ADD_FUNCTION(glFinish)
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ADD_FUNCTION(glFlush)
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ADD_FUNCTION(glFramebufferRenderbuffer)
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ADD_FUNCTION(glFramebufferTexture2D)
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ADD_FUNCTION(glFrontFace)
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ADD_FUNCTION(glGenBuffers)
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ADD_FUNCTION(glGenerateMipmap)
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ADD_FUNCTION(glGenFramebuffers)
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ADD_FUNCTION(glGenRenderbuffers)
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ADD_FUNCTION(glGenTextures)
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ADD_FUNCTION(glGetActiveAttrib)
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ADD_FUNCTION(glGetActiveUniform)
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ADD_FUNCTION(glGetAttachedShaders)
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ADD_FUNCTION(glGetAttribLocation)
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ADD_FUNCTION(glGetBooleanv)
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ADD_FUNCTION(glGetBufferParameteriv)
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ADD_FUNCTION(glGetError)
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ADD_FUNCTION(glGetFloatv)
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ADD_FUNCTION(glGetFramebufferAttachmentParameteriv)
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ADD_FUNCTION(glGetIntegerv)
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ADD_FUNCTION(glGetProgramiv)
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ADD_FUNCTION(glGetProgramInfoLog)
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ADD_FUNCTION(glGetRenderbufferParameteriv)
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ADD_FUNCTION(glGetShaderiv)
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ADD_FUNCTION(glGetShaderInfoLog)
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ADD_FUNCTION(glGetShaderPrecisionFormat)
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ADD_FUNCTION(glGetShaderSource)
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ADD_FUNCTION(glGetString)
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ADD_FUNCTION(glGetTexParameterfv)
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ADD_FUNCTION(glGetTexParameteriv)
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ADD_FUNCTION(glGetUniformfv)
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ADD_FUNCTION(glGetUniformiv)
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ADD_FUNCTION(glGetUniformLocation)
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ADD_FUNCTION(glGetVertexAttribfv)
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ADD_FUNCTION(glGetVertexAttribiv)
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ADD_FUNCTION(glGetVertexAttribPointerv)
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ADD_FUNCTION(glHint)
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ADD_FUNCTION(glIsBuffer)
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ADD_FUNCTION(glIsEnabled)
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ADD_FUNCTION(glIsFramebuffer)
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ADD_FUNCTION(glIsProgram)
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ADD_FUNCTION(glIsRenderbuffer)
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ADD_FUNCTION(glIsShader)
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ADD_FUNCTION(glIsTexture)
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ADD_FUNCTION(glLineWidth)
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ADD_FUNCTION(glLinkProgram)
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ADD_FUNCTION(glPixelStorei)
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ADD_FUNCTION(glPolygonOffset)
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ADD_FUNCTION(glReadPixels)
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ADD_FUNCTION(glReleaseShaderCompiler)
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ADD_FUNCTION(glRenderbufferStorage)
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ADD_FUNCTION(glSampleCoverage)
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ADD_FUNCTION(glScissor)
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ADD_FUNCTION(glShaderBinary)
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ADD_FUNCTION(glShaderSource)
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ADD_FUNCTION(glStencilFunc)
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ADD_FUNCTION(glStencilFuncSeparate)
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ADD_FUNCTION(glStencilMask)
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ADD_FUNCTION(glStencilMaskSeparate)
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ADD_FUNCTION(glStencilOp)
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ADD_FUNCTION(glStencilOpSeparate)
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ADD_FUNCTION(glTexImage2D)
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ADD_FUNCTION(glTexParameterf)
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ADD_FUNCTION(glTexParameterfv)
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ADD_FUNCTION(glTexParameteri)
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ADD_FUNCTION(glTexParameteriv)
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ADD_FUNCTION(glTexSubImage2D)
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ADD_FUNCTION(glUniform1f)
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ADD_FUNCTION(glUniform1fv)
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ADD_FUNCTION(glUniform1i)
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ADD_FUNCTION(glUniform1iv)
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ADD_FUNCTION(glUniform2f)
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ADD_FUNCTION(glUniform2fv)
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ADD_FUNCTION(glUniform2i)
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ADD_FUNCTION(glUniform2iv)
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ADD_FUNCTION(glUniform3f)
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ADD_FUNCTION(glUniform3fv)
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ADD_FUNCTION(glUniform3i)
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ADD_FUNCTION(glUniform3iv)
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ADD_FUNCTION(glUniform4f)
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ADD_FUNCTION(glUniform4fv)
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ADD_FUNCTION(glUniform4i)
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ADD_FUNCTION(glUniform4iv)
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ADD_FUNCTION(glUniformMatrix2fv)
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ADD_FUNCTION(glUniformMatrix3fv)
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ADD_FUNCTION(glUniformMatrix4fv)
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ADD_FUNCTION(glUseProgram)
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ADD_FUNCTION(glValidateProgram)
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ADD_FUNCTION(glVertexAttrib1f)
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ADD_FUNCTION(glVertexAttrib1fv)
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ADD_FUNCTION(glVertexAttrib2f)
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ADD_FUNCTION(glVertexAttrib2fv)
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ADD_FUNCTION(glVertexAttrib3f)
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ADD_FUNCTION(glVertexAttrib3fv)
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ADD_FUNCTION(glVertexAttrib4f)
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ADD_FUNCTION(glVertexAttrib4fv)
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ADD_FUNCTION(glVertexAttribPointer)
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ADD_FUNCTION(glViewport)
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}
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void initProcAddress()
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