📄 aglext_arb_vertex_shader.h
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bool init_ARB_vertex_shader(void);
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
typedef GLvoid (APIENTRY *PFNGLBINDATTRIBLOCATIONARBPROC)(GLhandleARB programObj,
GLuint index,
const GLcharARB *name);
typedef GLvoid (APIENTRY *PFNGLGETACTIVEATTRIBARBPROC)(GLhandleARB programObj,
GLuint index,
GLsizei maxLength,
GLsizei *length,
GLint *size,
GLenum *type,
GLcharARB *name);
typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONARBPROC)(GLhandleARB programObj,
const GLcharARB *name);
#endif /* GL_ARB_vertex_shader */
extern PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB;
extern PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB;
extern PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB;
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