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#define GL_ES_VERSION_2_0 1 | |||
#define GL_FIXED 0x140C | |||
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB | |||
#define GL_MAX_VARYING_VECTORS 0x8DFC | |||
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD | |||
#define GL_SHADER_COMPILER 0x8DFA | |||
#define GL_SHADER_BINARY_FORMATS 0x8DF8 | |||
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 | |||
#define GL_LOW_FLOAT 0x8DF0 | |||
#define GL_MEDIUM_FLOAT 0x8DF1 | |||
#define GL_HIGH_FLOAT 0x8DF2 | |||
#define GL_LOW_INT 0x8DF3 | |||
#define GL_MEDIUM_INT 0x8DF4 | |||
#define GL_HIGH_INT 0x8DF5 | |||
#define GL_FRAMEBUFFER 0x8D40 | |||
#define GL_RENDERBUFFER 0x8D41 | |||
#define GL_RGB565 0x8D62 | |||
#define GL_STENCIL_INDEX8 0x8D48 | |||
#define GL_RENDERBUFFER_WIDTH 0x8D42 | |||
#define GL_RENDERBUFFER_HEIGHT 0x8D43 | |||
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 | |||
#define GL_RENDERBUFFER_RED_SIZE 0x8D50 | |||
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 | |||
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 | |||
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 | |||
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 | |||
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 | |||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 | |||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 | |||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 | |||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 | |||
#define GL_COLOR_ATTACHMENT0 0x8CE0 | |||
#define GL_DEPTH_ATTACHMENT 0x8D00 | |||
#define GL_STENCIL_ATTACHMENT 0x8D20 | |||
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 | |||
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 | |||
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 | |||
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 | |||
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD | |||
#define GL_FRAMEBUFFER_BINDING 0x8CA6 | |||
#define GL_RENDERBUFFER_BINDING 0x8CA7 | |||
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 | |||
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// Some of the OpenGL 2.0 spec is defined as doubles, so ES 2.0 adds float | |||
// versions. Implement some simple shims here. | |||
#define glClearDepthf(depth) glClearDepth(depth) | |||
#define glDepthRangef(zNear, zFar) glDepthRange((zNear), (zFar)) | |||
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// These don't exist in desktop OpenGL, just stub them out. | |||
#define glReleaseShaderCompiler ((void) 0) | |||
#define glGetShaderPrecisionFormat(a, b, c, d) ((void) 0) | |||
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