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- glViewport(0,0,640,480)
- glClearColor(0.000000,0.000000,0.000000,0.000000)
- glEnable(GL_DEPTH_TEST)
- glDepthFunc(GL_LESS)
- glEnable(GL_CULL_FACE)
- glPixelStorei(GL_UNPACK_ALIGNMENT,1)
- glEnable(GL_BLEND)
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
- glDisable(GL_BLEND)
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,17B9FC9C)
- glGetError()=GL_INVALID_ENUM
- glGetError()=GL_NO_ERROR
- glGenBuffers(4,17B9FC8C)
- glBindBuffer(GL_UNIFORM_BUFFER,1)
- glBufferData(GL_UNIFORM_BUFFER,128,00000000,GL_DYNAMIC_DRAW)
- glBindBuffer(GL_UNIFORM_BUFFER,2)
- glBufferData(GL_UNIFORM_BUFFER,40,00000000,GL_DYNAMIC_DRAW)
- glBindBuffer(GL_UNIFORM_BUFFER,3)
- glBufferData(GL_UNIFORM_BUFFER,128,1442ED78,GL_DYNAMIC_DRAW)
- glBindBuffer(GL_UNIFORM_BUFFER,4)
- glBufferData(GL_UNIFORM_BUFFER,4096,1442EDF8,GL_DYNAMIC_DRAW)
- glBindBuffer(GL_UNIFORM_BUFFER,0)
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
- wglSwapBuffers(8F0114B7)=true
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
- wglSwapBuffers(8F0114B7)=true
- glGenVertexArrays(1,17B9FB20)
- glGenBuffers(1,17B9FB24)
- glGenBuffers(1,1440ADE8)
- glBindVertexArray(1)
- glBindBuffer(GL_ARRAY_BUFFER,5)
- glBufferData(GL_ARRAY_BUFFER,11628,144B95C0,GL_STATIC_DRAW)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,6)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,1512,144A5F88,GL_STATIC_DRAW)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,6)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0,3,GL_FLOAT,false,36,00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1,3,GL_FLOAT,false,36,0000000C)
- glEnableVertexAttribArray(2)
- glVertexAttribPointer(2,2,GL_FLOAT,false,36,00000018)
- glEnableVertexAttribArray(3)
- glVertexAttribIPointer(3,1,GL_UNSIGNED_BYTE,36,00000020)
- glBindVertexArray(0)
- glBindBuffer(GL_ARRAY_BUFFER,0)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
- glCreateShader(GL_VERTEX_SHADER)=1
- glShaderSource(1,1,17B9F9E4,17B9F9DC)
- glCompileShader(1)
- glGetShaderiv(1,GL_COMPILE_STATUS,17B9F9D4)
- glCreateShader(GL_FRAGMENT_SHADER)=2
- glShaderSource(2,1,17B9F9E0,17B9F9D8)
- glCompileShader(2)
- glGetShaderiv(2,GL_COMPILE_STATUS,17B9F9D4)
- glCreateProgram()=3
- glAttachShader(3,1)
- glAttachShader(3,2)
- glLinkProgram(3)
- glGetProgramiv(3,GL_LINK_STATUS,17B9F9D4)
- glDeleteShader(1)
- glDeleteShader(2)
- glGetUniformBlockIndex(3,13C410CC)=2
- glUniformBlockBinding(3,2,1)
- glGetUniformBlockIndex(3,13C410EC)=0
- glUniformBlockBinding(3,0,2)
- glGetUniformBlockIndex(3,13C4110C)=1
- glUniformBlockBinding(3,1,3)
- glGetUniformBlockIndex(3,13C4112C)=3
- glUniformBlockBinding(3,3,4)
- glUseProgram(3)
- glGetUniformLocation(3,"Textures")=85
- glUniform1iv(85,8,[0])
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
- glBindBuffer(GL_UNIFORM_BUFFER,1)
- glBufferSubData(GL_UNIFORM_BUFFER,0,128,1442ECD0)
- glBindBuffer(GL_UNIFORM_BUFFER,2)
- glBufferSubData(GL_UNIFORM_BUFFER,0,40,1442ED50)
- glBindBuffer(GL_UNIFORM_BUFFER,0)
- glBindBuffer(GL_UNIFORM_BUFFER,3)
- glBufferSubData(GL_UNIFORM_BUFFER,0,128,1442ED78)
- glBindBuffer(GL_UNIFORM_BUFFER,4)
- glBufferSubData(GL_UNIFORM_BUFFER,0,4096,1442EDF8)
- glBindBuffer(GL_UNIFORM_BUFFER,0)
- glBindBufferBase(GL_UNIFORM_BUFFER,1,1)
- glBindBufferBase(GL_UNIFORM_BUFFER,2,2)
- glBindBufferBase(GL_UNIFORM_BUFFER,3,3)
- glBindBufferBase(GL_UNIFORM_BUFFER,4,4)
- glBindVertexArray(1)
- glDrawElements(GL_TRIANGLES,756,GL_UNSIGNED_SHORT,00000000) GLSL=3
- wglSwapBuffers(8F0114B7)=true
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