webgl/gles_bindings_wasm
        library 
 
      
    
    
    
      Functions
      
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  createTexture(JSObject gl)
    → JSObject
  
  
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  getProgramInfoLog(JSObject gl, JSAny? program)
    → String?
  
  
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  getShaderInfoLog(JSObject gl, JSAny? shader)
    → String?
  
  
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  glActiveTexture(JSObject gl, int v0)
    → void
  
  
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  glAttachShader(JSObject gl, JSAny? program, JSAny? shader)
    → void
  
  
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  glBeginTransformFeedback(JSObject gl, int primitiveMode)
    → void
  
  
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  glBindAttribLocation(JSObject gl, JSAny? program, int index, String name)
    → void
  
  
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  glBindBuffer(JSObject gl, int target, JSAny? buffer)
    → void
  
  
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  glBindBufferBase(JSObject gl, int target, int index, int buffer)
    → void
  
  
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  glBindFramebuffer(JSObject gl, int target, JSAny? framebuffer)
    → void
  
  
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  glBindRenderbuffer(JSObject gl, int target, JSAny? framebuffer)
    → void
  
  
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  glBindTexture(JSObject gl, int type, JSAny? texture)
    → void
  
  
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  glBindTransformFeedback(JSObject gl, int target, JSAny? id)
    → void
  
  
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  glBindVertexArray(JSObject gl, JSAny? array)
    → void
  
  
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  glBlendEquation(JSObject gl, int v0)
    → void
  
  
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  glBlendEquationSeparate(JSObject gl, int modeRGB, int modeAlpha)
    → void
  
  
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  glBlendFunc(JSObject gl, int sfactor, int dfactor)
    → void
  
  
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  glBlendFuncSeparate(JSObject gl, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
    → void
  
  
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  glBlitFramebuffer(JSObject gl, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)
    → void
  
  
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  glBufferData(JSObject gl, int target, JSAny? data, int usage)
    → void
  
  
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  glBufferDatai(JSObject gl, int target, int data, int usage)
    → void
  
  
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  glBufferSubData(JSObject gl, int target, int dstByteOffset, JSAny srcData)
    → void
  
  
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  glCanvas(JSObject id, JSAny? options)
    → JSObject
  
  
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  glCheckFramebufferStatus(JSObject gl, int target)
    → int
  
  
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  glClear(JSObject gl, int mask)
    → void
  
  
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  glClearBufferiv(JSObject gl, int buffer, int drawbuffer, int value)
    → void
  
  
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  glClearBufferuiv(JSObject gl, int buffer, int drawbuffer, int value)
    → void
  
  
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  glClearColor(JSObject gl, double red, double green, double blue, double alpha)
    → void
  
  
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  glClearDepth(JSObject gl, double depth)
    → void
  
  
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  glClearStencil(JSObject gl, int s)
    → void
  
  
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  glColorMask(JSObject gl, bool red, bool green, bool blue, bool alpha)
    → void
  
  
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  glCompileShader(JSObject gl, JSAny? shader)
    → void
  
  
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  glCompressedTexImage2D(JSObject gl, int target, int level, int internalformat, int width, int height, int border, JSAny? data)
    → void
  
  
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  glCompressedTexImage3D(JSObject gl, int target, int level, int internalformat, int width, int height, int depth, int border, JSAny pixels)
    → void
  
  
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  glCompressedTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int width, int height, int format, JSAny? pixels)
    → void
  
  
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  glCompressedTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int ormat, JSAny pixels)
    → void
  
  
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  glCopyTexImage2D(JSObject gl, int target, int level, int internalformat, int x, int y, int width, int height, int border)
    → void
  
  
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  glCopyTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
    → void
  
  
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  glCopyTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height)
    → void
  
  
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  glCreateBuffer(JSObject gl)
    → JSAny?
  
  
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  glCreateFramebuffer(JSObject gl)
    → JSAny?
  
  
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  glCreateProgram(JSObject gl)
    → JSAny?
  
  
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  glCreateRenderbuffer(JSObject gl)
    → JSAny?
  
  
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  glCreateShader(JSObject gl, int type)
    → JSAny?
  
  
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  glCreateTexture(JSObject gl)
    → JSAny?
  
  
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  glCreateTransformFeedback(JSObject gl)
    → int
  
  
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  glCreateVertexArray(JSObject gl)
    → JSAny?
  
  
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  glCullFace(JSObject gl, int mode)
    → void
  
  
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  glDeleteBuffer(JSObject gl, JSAny? buffer)
    → void
  
  
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  glDeleteFramebuffer(JSObject gl, JSAny? framebuffer)
    → void
  
  
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  glDeleteProgram(JSObject gl, JSAny? program)
    → void
  
  
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  glDeleteRenderbuffer(JSObject gl, JSAny? renderbuffer)
    → void
  
  
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  glDeleteShader(JSObject gl, JSAny? shader)
    → void
  
  
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  glDeleteTexture(JSObject gl, JSAny? v0)
    → void
  
  
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  glDeleteTransformFeedback(JSObject gl, JSAny? transformFeedback)
    → void
  
  
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  glDeleteVertexArray(JSObject gl, JSAny? array)
    → void
  
  
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  glDepthFunc(JSObject gl, int v0)
    → void
  
  
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  glDepthMask(JSObject gl, bool v0)
    → void
  
  
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  glDisable(JSObject gl, int v0)
    → void
  
  
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  glDisableVertexAttribArray(JSObject gl, int index)
    → void
  
  
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  glDrawArrays(JSObject gl, int mode, int first, int count)
    → void
  
  
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  glDrawArraysInstanced(JSObject gl, int mode, int first, int count, int instanceCount)
    → void
  
  
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  glDrawBuffers(JSObject gl, JSAny buffers)
    → void
  
  
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  glDrawElements(JSObject gl, int mode, int count, int type, int offset)
    → void
  
  
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  glDrawElementsInstanced(JSObject gl, int mode, int count, int type, int offset, int instanceCount)
    → void
  
  
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  glDrawingBufferColorSpace(JSObject gl, String colorSpace)
    → void
  
  
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  glEnable(JSObject gl, int v0)
    → void
  
  
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  glEnableVertexAttribArray(JSObject gl, int index)
    → void
  
  
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  glEndTransformFeedback(JSObject gl)
    → void
  
  
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  glFinish(JSObject gl)
    → void
  
  
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  glFlush(JSObject gl)
    → void
  
  
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  glFramebufferRenderbuffer(JSObject gl, int target, int attachment, int renderbuffertarget, JSAny? renderbuffer)
    → void
  
  
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  glFramebufferTexture2D(JSObject gl, int target, int attachment, int textarget, JSAny? texture, int level)
    → void
  
  
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  glFramebufferTextureLayer(JSObject gl, int target, int attachment, int texture, int level, int layer)
    → void
  
  
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  glFrontFace(JSObject gl, int mode)
    → void
  
  
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  glGenerateMipmap(JSObject gl, int target)
    → void
  
  
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  glGenFramebuffers(JSObject gl, int count, JSAny buffers)
    → void
  
  
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  glGenRenderbuffers(JSObject gl, int count, JSAny buffers)
    → void
  
  
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  glGetActiveAttrib(JSObject gl, JSAny? v0, int v1)
    → JSAny?
  
  
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  glGetActiveUniform(JSObject gl, JSAny? v0, int v1)
    → JSAny?
  
  
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  glGetAttribLocation(JSObject gl, JSAny? program, String name)
    → int
  
  
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  glGetContextAttributes(JSObject gl)
    → JSAny?
  
  
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  glGetError(JSObject gl)
    → int
  
  
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  glGetExtension(JSObject gl, String key)
    → JSAny?
  
  
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  glGetParameter(JSObject gl, int key)
    → JSAny?
  
  
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  glGetProgramInfoLog(JSObject gl, JSAny? id)
    → String?
  
  
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  glGetProgramParameter(JSObject gl, JSAny? program, int pname)
    → JSAny?
  
  
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  glGetShaderInfoLog(JSObject gl, JSAny? id)
    → String?
  
  
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  glGetShaderParameter(JSObject gl, JSAny? shader, int pname)
    → bool
  
  
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  glGetShaderPrecisionFormat(JSObject gl)
    → JSObject
  
  
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  glGetShaderSource(JSObject gl, JSAny? shader)
    → String?
  
  
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  glGetString(JSObject gl, String key)
    → JSAny?
  
  
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  glGetTransformFeedbackVarying(JSObject gl, JSAny? program, int index)
    → JSAny?
  
  
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  glGetUniformBlockIndex(JSObject gl, JSAny? program, String uniformBlockName)
    → int
  
  
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  glGetUniformLocation(JSObject gl, JSAny? program, String name)
    → JSAny?
  
  
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  glInvalidateFramebuffer(JSObject gl, int target, JSAny? attachments)
    → void
  
  
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  glIsProgram(JSObject gl, JSAny? program)
    → bool
  
  
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  glIsTransformFeedback(JSObject gl, JSAny? transformFeedback)
    → bool
  
  
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  glLineWidth(JSObject gl, double width)
    → void
  
  
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  glLinkProgram(JSObject gl, JSAny? program)
    → void
  
  
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  glMakeXRCompatible(JSObject gl)
    → JSPromise<JSAny?>
  
  
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  glPauseTransformFeedback(JSObject gl)
    → void
  
  
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  glPixelStorei(JSObject gl, int pname, int param)
    → void
  
  
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  glPolygonOffset(JSObject gl, double factor, double units)
    → void
  
  
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  glReadPixels(JSObject gl, int x, int y, int width, int height, int format, int type, JSAny? pixels)
    → void
  
  
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  glRenderbufferStorage(JSObject gl, int target, int internalformat, int width, int height)
    → void
  
  
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  glRenderbufferStorageMultisample(JSObject gl, int target, int samples, int internalformat, int width, int height)
    → void
  
  
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  glResumeTransformFeedback(JSObject gl)
    → void
  
  
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  glScissor(JSObject gl, int x, int y, int width, int height)
    → void
  
  
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  glShaderSource(JSObject gl, JSAny? shader, String shaderSource)
    → void
  
  
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  glStencilFunc(JSObject gl, int func, int ref, int mask)
    → void
  
  
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  glStencilMask(JSObject gl, int mask)
    → void
  
  
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  glStencilOp(JSObject gl, int fail, int zfail, int zpass)
    → void
  
  
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  glTexImage2D(JSObject gl, int target, int level, int internalformat, int width, int height, int border, int format, int type, JSAny? pixels)
    → void
  
  
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  glTexImage2D_NOSIZE(JSObject gl, int target, int level, int internalformat, int format, int type, JSAny? pixels)
    → void
  
  
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  glTexImage3D(JSObject gl, int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, JSAny? pixels)
    → void
  
  
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  glTexParameterf(JSObject gl, int target, int pname, double param)
    → void
  
  
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  glTexParameteri(JSObject gl, int target, int pname, int param)
    → void
  
  
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  glTexStorage2D(JSObject gl, int target, int levels, int internalformat, int width, int height)
    → void
  
  
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  glTexStorage3D(JSObject gl, int target, int levels, int internalformat, int width, int height, int depth)
    → void
  
  
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  glTexSubImage2D(JSObject gl, int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, JSAny? pixels)
    → void
  
  
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  glTexSubImage2D_NOSIZE(JSObject gl, int target, int level, int xoffset, int yoffset, int format, int type, JSAny? pixels)
    → void
  
  
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  glTexSubImage3D(JSObject gl, int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, JSAny? pixels)
    → void
  
  
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  glTransformFeedbackVaryings(JSObject gl, JSAny? program, JSAny? varyings, int bufferMode)
    → void
  
  
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  glUniform1f(JSObject gl, JSObject location, double x)
    → void
  
  
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  glUniform1fv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform1i(JSObject gl, JSAny? location, int x)
    → void
  
  
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  glUniform1iv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform1ui(JSObject gl, JSAny? location, int v0)
    → void
  
  
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  glUniform1uiv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform2f(JSObject gl, JSAny? location, double x, double y)
    → void
  
  
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  glUniform2fv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform2iv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform2ui(JSObject gl, JSAny? location, int v0, int v1)
    → void
  
  
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  glUniform2uiv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform3f(JSObject gl, JSAny? location, double x, double y, double z)
    → void
  
  
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  glUniform3fv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform3iv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform3ui(JSObject gl, JSAny? location, int v0, int v1, int v2)
    → void
  
  
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  glUniform3uiv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform4f(JSObject gl, JSAny? location, double x, double y, double z, double w)
    → void
  
  
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  glUniform4fv(JSObject gl, JSAny? location, JSAny? vectors)
    → void
  
  
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  glUniform4iv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniform4ui(JSObject gl, JSAny? location, int v0, int v1, int v2, int v3)
    → void
  
  
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  glUniform4uiv(JSObject gl, JSAny? location, JSAny? v)
    → void
  
  
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  glUniformBlockBinding(JSObject gl, JSAny? program, int uniformBlockIndex, int uniformBlockBinding)
    → void
  
  
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  glUniformMatrix2fv(JSObject gl, int id, bool transpose, JSAny? values)
    → void
  
  
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  glUniformMatrix3fv(JSObject gl, JSAny? location, bool transpose, JSAny? values)
    → void
  
  
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  glUniformMatrix4fv(JSObject gl, JSAny? location, bool transpose, JSAny? values)
    → void
  
  
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  glUnpackColorSpace(JSObject gl, String colorSpace)
    → void
  
  
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  glUseProgram(JSObject gl, JSAny? program)
    → void
  
  
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  glVertexAttrib1fv(JSObject gl, int index, JSAny? values)
    → void
  
  
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  glVertexAttrib2fv(JSObject gl, int index, JSAny? values)
    → void
  
  
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  glVertexAttrib3fv(JSObject gl, int index, JSAny? values)
    → void
  
  
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  glVertexAttrib4fv(JSObject gl, int index, JSAny? values)
    → void
  
  
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  glVertexAttribDivisor(JSObject gl, int index, int divisor)
    → void
  
  
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  glVertexAttribIPointer(JSObject gl, int index, int size, int type, int stride, int pointer)
    → void
  
  
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  glVertexAttribPointer(JSObject gl, int index, int size, int type, bool normalized, int stride, int offset)
    → void
  
  
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  glViewport(JSObject gl, int x, int y, int width, int height)
    → void
  
  
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  isTransformFeedback(JSObject gl, JSAny? transformFeedback)
    → bool
  
  
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  readCurrentPixels(JSObject gl, int x, int y, int width, int height)
    → JSAny?
  
  
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