WebGL2RenderingContext

Constructors

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constructor()

Types

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object Companion

Properties

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abstract val drawingBufferHeight: Int
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abstract val drawingBufferWidth: Int

Functions

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abstract fun activeTexture(texture: Int)
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abstract fun attachShader(program: WebGLProgram?, shader: WebGLShader?)
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abstract fun bindAttribLocation(program: WebGLProgram?, index: Int, name: String)
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abstract fun bindBuffer(target: Int, buffer: WebGLBuffer?)
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fun bindBufferBase(target: Int, index: Int, buffer: WebGLBuffer?)
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abstract fun bindFramebuffer(target: Int, framebuffer: WebGLFramebuffer?)
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abstract fun bindRenderbuffer(target: Int, renderbuffer: WebGLRenderbuffer?)
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abstract fun bindTexture(target: Int, texture: WebGLTexture?)
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abstract fun blendColor(red: Float, green: Float, blue: Float, alpha: Float)
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abstract fun blendEquation(mode: Int)
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abstract fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int)
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abstract fun blendFunc(sfactor: Int, dfactor: Int)
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abstract fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int)
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fun blitFramebuffer(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int)
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fun bufferData(target: Int, srcData: ArrayBufferView, usage: Int, srcOffset: Int, length: Int)
abstract fun bufferData(target: Int, size: Int, usage: Int)
abstract fun bufferData(target: Int, data: BufferDataSource?, usage: Int)
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abstract fun bufferSubData(target: Int, offset: Int, data: BufferDataSource?)
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abstract fun checkFramebufferStatus(target: Int): Int
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abstract fun clear(mask: Int)
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fun clearBufferfi(buffer: Int, drawbuffer: Int, depth: Float, stencil: Int)
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fun clearBufferfv(buffer: Int, drawBuffer: Int, values: Float32Array)
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abstract fun clearColor(red: Float, green: Float, blue: Float, alpha: Float)
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abstract fun clearDepth(depth: Float)
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abstract fun clearStencil(s: Int)
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abstract fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean)
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abstract fun compileShader(shader: WebGLShader?)
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abstract fun compressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, data: ArrayBufferView)
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abstract fun compressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, data: ArrayBufferView)
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abstract fun copyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int)
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abstract fun copyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int)
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abstract fun createBuffer(): WebGLBuffer?
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abstract fun createProgram(): WebGLProgram?
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abstract fun createShader(type: Int): WebGLShader?
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abstract fun createTexture(): WebGLTexture?
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abstract fun cullFace(mode: Int)
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abstract fun deleteBuffer(buffer: WebGLBuffer?)
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abstract fun deleteFramebuffer(framebuffer: WebGLFramebuffer?)
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abstract fun deleteProgram(program: WebGLProgram?)
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abstract fun deleteRenderbuffer(renderbuffer: WebGLRenderbuffer?)
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abstract fun deleteShader(shader: WebGLShader?)
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abstract fun deleteTexture(texture: WebGLTexture?)
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abstract fun depthFunc(func: Int)
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abstract fun depthMask(flag: Boolean)
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abstract fun depthRange(zNear: Float, zFar: Float)
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abstract fun detachShader(program: WebGLProgram?, shader: WebGLShader?)
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abstract fun disable(cap: Int)
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abstract fun disableVertexAttribArray(index: Int)
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abstract fun drawArrays(mode: Int, first: Int, count: Int)
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fun drawArraysInstanced(mode: Int, first: Int, count: Int, instanceCount: Int)
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fun drawBuffers(buffers: IntArray)
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abstract fun drawElements(mode: Int, count: Int, type: Int, offset: Int)
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fun drawElementsInstanced(mode: Int, count: Int, type: Int, offset: Int, instanceCount: Int)
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abstract fun enable(cap: Int)
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abstract fun enableVertexAttribArray(index: Int)
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abstract fun finish()
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abstract fun flush()
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abstract fun framebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: WebGLRenderbuffer?)
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abstract fun framebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: WebGLTexture?, level: Int)
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abstract fun frontFace(mode: Int)
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abstract fun generateMipmap(target: Int)
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abstract fun getActiveAttrib(program: WebGLProgram?, index: Int): WebGLActiveInfo?
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abstract fun getActiveUniform(program: WebGLProgram?, index: Int): WebGLActiveInfo?
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fun getActiveUniformBlockParameter(program: WebGLProgram?, uniformBlockIndex: Int, pname: Int): Int
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fun getActiveUniforms(program: WebGLProgram?, uniformIndices: IntArray, pname: Int): IntArray
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abstract fun getAttribLocation(program: WebGLProgram?, name: String): Int
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abstract fun getBufferParameter(target: Int, pname: Int): Any?
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abstract fun getError(): Int
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abstract fun getExtension(name: String): dynamic
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abstract fun getFramebufferAttachmentParameter(target: Int, attachment: Int, pname: Int): Any?
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abstract fun getParameter(pname: Int): Any?
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abstract fun getProgramInfoLog(program: WebGLProgram?): String?
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abstract fun getProgramParameter(program: WebGLProgram?, pname: Int): Any?
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abstract fun getRenderbufferParameter(target: Int, pname: Int): Any?
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abstract fun getShaderInfoLog(shader: WebGLShader?): String?
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abstract fun getShaderParameter(shader: WebGLShader?, pname: Int): Any?
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abstract fun getShaderPrecisionFormat(shadertype: Int, precisiontype: Int): WebGLShaderPrecisionFormat?
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abstract fun getShaderSource(shader: WebGLShader?): String?
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abstract fun getTexParameter(target: Int, pname: Int): Any?
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abstract fun getUniform(program: WebGLProgram?, location: WebGLUniformLocation?): Any?
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fun getUniformBlockIndex(program: WebGLProgram?, uniformBlockName: String): Int
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fun getUniformIndices(program: WebGLProgram?, uniformNames: Array<String>): IntArray
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abstract fun getVertexAttrib(index: Int, pname: Int): Any?
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abstract fun getVertexAttribOffset(index: Int, pname: Int): Int
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abstract fun hint(target: Int, mode: Int)
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abstract fun isBuffer(buffer: WebGLBuffer?): Boolean
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abstract fun isContextLost(): Boolean
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abstract fun isEnabled(cap: Int): Boolean
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abstract fun isFramebuffer(framebuffer: WebGLFramebuffer?): Boolean
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abstract fun isProgram(program: WebGLProgram?): Boolean
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abstract fun isRenderbuffer(renderbuffer: WebGLRenderbuffer?): Boolean
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abstract fun isShader(shader: WebGLShader?): Boolean
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abstract fun isTexture(texture: WebGLTexture?): Boolean
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abstract fun lineWidth(width: Float)
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abstract fun linkProgram(program: WebGLProgram?)
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abstract fun pixelStorei(pname: Int, param: Int)
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abstract fun polygonOffset(factor: Float, units: Float)
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fun readBuffer(src: Int)
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abstract fun readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: ArrayBufferView?)
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abstract fun renderbufferStorage(target: Int, internalformat: Int, width: Int, height: Int)
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fun renderbufferStorageMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int)
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abstract fun sampleCoverage(value: Float, invert: Boolean)
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abstract fun scissor(x: Int, y: Int, width: Int, height: Int)
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abstract fun shaderSource(shader: WebGLShader?, source: String)
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abstract fun stencilFunc(func: Int, ref: Int, mask: Int)
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abstract fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int)
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abstract fun stencilMask(mask: Int)
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abstract fun stencilMaskSeparate(face: Int, mask: Int)
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abstract fun stencilOp(fail: Int, zfail: Int, zpass: Int)
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abstract fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int)
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abstract fun texImage2D(target: Int, level: Int, internalformat: Int, format: Int, type: Int, source: TexImageSource?)
abstract fun texImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: ArrayBufferView?)
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fun texImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, srcData: ArrayBufferView?)
fun texImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, source: HTMLImageElement?)
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abstract fun texParameterf(target: Int, pname: Int, param: Float)
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abstract fun texParameteri(target: Int, pname: Int, param: Int)
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fun texStorage2D(target: Int, levels: Int, internalformat: Int, width: Int, height: Int)
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fun texStorage3D(target: Int, levels: Int, internalformat: Int, width: Int, height: Int, depth: Int)
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abstract fun texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, format: Int, type: Int, source: TexImageSource?)
abstract fun texSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: ArrayBufferView?)
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fun texSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: ImageData?)
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abstract fun uniform1f(location: WebGLUniformLocation?, x: Float)
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abstract fun uniform1fv(location: WebGLUniformLocation?, v: Array<Float>)
abstract fun uniform1fv(location: WebGLUniformLocation?, v: Float32Array)
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abstract fun uniform1i(location: WebGLUniformLocation?, x: Int)
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abstract fun uniform1iv(location: WebGLUniformLocation?, v: Array<Int>)
abstract fun uniform1iv(location: WebGLUniformLocation?, v: Int32Array)
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abstract fun uniform2f(location: WebGLUniformLocation?, x: Float, y: Float)
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abstract fun uniform2fv(location: WebGLUniformLocation?, v: Array<Float>)
abstract fun uniform2fv(location: WebGLUniformLocation?, v: Float32Array)
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abstract fun uniform2i(location: WebGLUniformLocation?, x: Int, y: Int)
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abstract fun uniform2iv(location: WebGLUniformLocation?, v: Array<Int>)
abstract fun uniform2iv(location: WebGLUniformLocation?, v: Int32Array)
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abstract fun uniform3f(location: WebGLUniformLocation?, x: Float, y: Float, z: Float)
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abstract fun uniform3fv(location: WebGLUniformLocation?, v: Array<Float>)
abstract fun uniform3fv(location: WebGLUniformLocation?, v: Float32Array)
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abstract fun uniform3i(location: WebGLUniformLocation?, x: Int, y: Int, z: Int)
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abstract fun uniform3iv(location: WebGLUniformLocation?, v: Array<Int>)
abstract fun uniform3iv(location: WebGLUniformLocation?, v: Int32Array)
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abstract fun uniform4f(location: WebGLUniformLocation?, x: Float, y: Float, z: Float, w: Float)
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abstract fun uniform4fv(location: WebGLUniformLocation?, v: Array<Float>)
abstract fun uniform4fv(location: WebGLUniformLocation?, v: Float32Array)
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abstract fun uniform4i(location: WebGLUniformLocation?, x: Int, y: Int, z: Int, w: Int)
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abstract fun uniform4iv(location: WebGLUniformLocation?, v: Array<Int>)
abstract fun uniform4iv(location: WebGLUniformLocation?, v: Int32Array)
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fun uniformBlockBinding(program: WebGLProgram?, uniformBlockIndex: Int, uniformBlockBinding: Int)
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abstract fun uniformMatrix2fv(location: WebGLUniformLocation?, transpose: Boolean, value: Array<Float>)
abstract fun uniformMatrix2fv(location: WebGLUniformLocation?, transpose: Boolean, value: Float32Array)
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abstract fun uniformMatrix3fv(location: WebGLUniformLocation?, transpose: Boolean, value: Array<Float>)
abstract fun uniformMatrix3fv(location: WebGLUniformLocation?, transpose: Boolean, value: Float32Array)
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abstract fun uniformMatrix4fv(location: WebGLUniformLocation?, transpose: Boolean, value: Array<Float>)
abstract fun uniformMatrix4fv(location: WebGLUniformLocation?, transpose: Boolean, value: Float32Array)
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abstract fun useProgram(program: WebGLProgram?)
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abstract fun validateProgram(program: WebGLProgram?)
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abstract fun vertexAttrib1f(index: Int, x: Float)
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abstract fun vertexAttrib1fv(index: Int, values: dynamic)
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abstract fun vertexAttrib2f(index: Int, x: Float, y: Float)
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abstract fun vertexAttrib2fv(index: Int, values: dynamic)
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abstract fun vertexAttrib3f(index: Int, x: Float, y: Float, z: Float)
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abstract fun vertexAttrib3fv(index: Int, values: dynamic)
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abstract fun vertexAttrib4f(index: Int, x: Float, y: Float, z: Float, w: Float)
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abstract fun vertexAttrib4fv(index: Int, values: dynamic)
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fun vertexAttribDivisor(index: Int, divisor: Int)
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fun vertexAttribIPointer(index: Int, size: Int, type: Int, stride: Int, offset: Int)
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abstract fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int)
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abstract fun viewport(x: Int, y: Int, width: Int, height: Int)