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173
pkgs/raylib/rlgl.lc
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173
pkgs/raylib/rlgl.lc
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rlVertexBuffer :: struct {
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elementCount: int;
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vertices: *float;
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texcoords: *float;
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colors: *uchar;
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indices: *uint;
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vaoId: uint;
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vboId: [4]uint;
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}
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rlDrawCall :: struct {
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mode: int;
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vertexCount: int;
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vertexAlignment: int;
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textureId: uint;
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}
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rlRenderBatch :: struct {
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bufferCount: int;
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currentBuffer: int;
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vertexBuffer: *rlVertexBuffer;
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draws: *rlDrawCall;
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drawCounter: int;
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currentDepth: float;
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}
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rlMatrixMode :: proc(mode: int); @dont_mangle @api
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rlPushMatrix :: proc(); @dont_mangle @api
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rlPopMatrix :: proc(); @dont_mangle @api
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rlLoadIdentity :: proc(); @dont_mangle @api
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rlTranslatef :: proc(x: float, y: float, z: float); @dont_mangle @api
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rlRotatef :: proc(angle: float, x: float, y: float, z: float); @dont_mangle @api
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rlScalef :: proc(x: float, y: float, z: float); @dont_mangle @api
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rlMultMatrixf :: proc(matf: *float); @dont_mangle @api
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rlFrustum :: proc(left: double, right: double, bottom: double, top: double, znear: double, zfar: double); @dont_mangle @api
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rlOrtho :: proc(left: double, right: double, bottom: double, top: double, znear: double, zfar: double); @dont_mangle @api
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rlViewport :: proc(x: int, y: int, width: int, height: int); @dont_mangle @api
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rlBegin :: proc(mode: int); @dont_mangle @api
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rlEnd :: proc(); @dont_mangle @api
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rlVertex2i :: proc(x: int, y: int); @dont_mangle @api
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rlVertex2f :: proc(x: float, y: float); @dont_mangle @api
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rlVertex3f :: proc(x: float, y: float, z: float); @dont_mangle @api
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rlTexCoord2f :: proc(x: float, y: float); @dont_mangle @api
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rlNormal3f :: proc(x: float, y: float, z: float); @dont_mangle @api
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rlColor4ub :: proc(r: uchar, g: uchar, b: uchar, a: uchar); @dont_mangle @api
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rlColor3f :: proc(x: float, y: float, z: float); @dont_mangle @api
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rlColor4f :: proc(x: float, y: float, z: float, w: float); @dont_mangle @api
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rlEnableVertexArray :: proc(vaoId: uint): bool; @dont_mangle @api
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rlDisableVertexArray :: proc(); @dont_mangle @api
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rlEnableVertexBuffer :: proc(id: uint); @dont_mangle @api
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rlDisableVertexBuffer :: proc(); @dont_mangle @api
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rlEnableVertexBufferElement :: proc(id: uint); @dont_mangle @api
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rlDisableVertexBufferElement :: proc(); @dont_mangle @api
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rlEnableVertexAttribute :: proc(index: uint); @dont_mangle @api
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rlDisableVertexAttribute :: proc(index: uint); @dont_mangle @api
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rlActiveTextureSlot :: proc(slot: int); @dont_mangle @api
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rlEnableTexture :: proc(id: uint); @dont_mangle @api
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rlDisableTexture :: proc(); @dont_mangle @api
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rlEnableTextureCubemap :: proc(id: uint); @dont_mangle @api
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rlDisableTextureCubemap :: proc(); @dont_mangle @api
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rlTextureParameters :: proc(id: uint, param: int, value: int); @dont_mangle @api
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rlCubemapParameters :: proc(id: uint, param: int, value: int); @dont_mangle @api
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rlEnableShader :: proc(id: uint); @dont_mangle @api
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rlDisableShader :: proc(); @dont_mangle @api
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rlEnableFramebuffer :: proc(id: uint); @dont_mangle @api
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rlDisableFramebuffer :: proc(); @dont_mangle @api
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rlActiveDrawBuffers :: proc(count: int); @dont_mangle @api
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rlBlitFramebuffer :: proc(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int); @dont_mangle @api
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rlEnableColorBlend :: proc(); @dont_mangle @api
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rlDisableColorBlend :: proc(); @dont_mangle @api
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rlEnableDepthTest :: proc(); @dont_mangle @api
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rlDisableDepthTest :: proc(); @dont_mangle @api
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rlEnableDepthMask :: proc(); @dont_mangle @api
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rlDisableDepthMask :: proc(); @dont_mangle @api
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rlEnableBackfaceCulling :: proc(); @dont_mangle @api
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rlDisableBackfaceCulling :: proc(); @dont_mangle @api
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rlSetCullFace :: proc(mode: int); @dont_mangle @api
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rlEnableScissorTest :: proc(); @dont_mangle @api
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rlDisableScissorTest :: proc(); @dont_mangle @api
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rlScissor :: proc(x: int, y: int, width: int, height: int); @dont_mangle @api
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rlEnableWireMode :: proc(); @dont_mangle @api
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rlEnablePointMode :: proc(); @dont_mangle @api
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rlDisableWireMode :: proc(); @dont_mangle @api
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rlSetLineWidth :: proc(width: float); @dont_mangle @api
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rlGetLineWidth :: proc(): float; @dont_mangle @api
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rlEnableSmoothLines :: proc(); @dont_mangle @api
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rlDisableSmoothLines :: proc(); @dont_mangle @api
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rlEnableStereoRender :: proc(); @dont_mangle @api
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rlDisableStereoRender :: proc(); @dont_mangle @api
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rlIsStereoRenderEnabled :: proc(): bool; @dont_mangle @api
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rlClearColor :: proc(r: uchar, g: uchar, b: uchar, a: uchar); @dont_mangle @api
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rlClearScreenBuffers :: proc(); @dont_mangle @api
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rlCheckErrors :: proc(); @dont_mangle @api
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rlSetBlendMode :: proc(mode: int); @dont_mangle @api
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rlSetBlendFactors :: proc(glSrcFactor: int, glDstFactor: int, glEquation: int); @dont_mangle @api
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rlSetBlendFactorsSeparate :: proc(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int); @dont_mangle @api
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rlglInit :: proc(width: int, height: int); @dont_mangle @api
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rlglClose :: proc(); @dont_mangle @api
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rlLoadExtensions :: proc(loader: *void); @dont_mangle @api
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rlGetVersion :: proc(): int; @dont_mangle @api
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rlSetFramebufferWidth :: proc(width: int); @dont_mangle @api
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rlGetFramebufferWidth :: proc(): int; @dont_mangle @api
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rlSetFramebufferHeight :: proc(height: int); @dont_mangle @api
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rlGetFramebufferHeight :: proc(): int; @dont_mangle @api
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rlGetTextureIdDefault :: proc(): uint; @dont_mangle @api
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rlGetShaderIdDefault :: proc(): uint; @dont_mangle @api
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rlGetShaderLocsDefault :: proc(): *int; @dont_mangle @api
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rlLoadRenderBatch :: proc(numBuffers: int, bufferElements: int): rlRenderBatch; @dont_mangle @api
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rlUnloadRenderBatch :: proc(batch: rlRenderBatch); @dont_mangle @api
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rlDrawRenderBatch :: proc(batch: *rlRenderBatch); @dont_mangle @api
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rlSetRenderBatchActive :: proc(batch: *rlRenderBatch); @dont_mangle @api
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rlDrawRenderBatchActive :: proc(); @dont_mangle @api
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rlCheckRenderBatchLimit :: proc(vCount: int): bool; @dont_mangle @api
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rlSetTexture :: proc(id: uint); @dont_mangle @api
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rlLoadVertexArray :: proc(): uint; @dont_mangle @api
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rlLoadVertexBuffer :: proc(buffer: *void, size: int, dynamic: bool): uint; @dont_mangle @api
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rlLoadVertexBufferElement :: proc(buffer: *void, size: int, dynamic: bool): uint; @dont_mangle @api
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rlUpdateVertexBuffer :: proc(bufferId: uint, data: *void, dataSize: int, offset: int); @dont_mangle @api
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rlUpdateVertexBufferElements :: proc(id: uint, data: *void, dataSize: int, offset: int); @dont_mangle @api
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rlUnloadVertexArray :: proc(vaoId: uint); @dont_mangle @api
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rlUnloadVertexBuffer :: proc(vboId: uint); @dont_mangle @api
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rlSetVertexAttribute :: proc(index: uint, compSize: int, type: int, normalized: bool, stride: int, pointer: *void); @dont_mangle @api
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rlSetVertexAttributeDivisor :: proc(index: uint, divisor: int); @dont_mangle @api
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rlSetVertexAttributeDefault :: proc(locIndex: int, value: *void, attribType: int, count: int); @dont_mangle @api
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rlDrawVertexArray :: proc(offset: int, count: int); @dont_mangle @api
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rlDrawVertexArrayElements :: proc(offset: int, count: int, buffer: *void); @dont_mangle @api
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rlDrawVertexArrayInstanced :: proc(offset: int, count: int, instances: int); @dont_mangle @api
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rlDrawVertexArrayElementsInstanced :: proc(offset: int, count: int, buffer: *void, instances: int); @dont_mangle @api
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rlLoadTexture :: proc(data: *void, width: int, height: int, format: int, mipmapCount: int): uint; @dont_mangle @api
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rlLoadTextureDepth :: proc(width: int, height: int, useRenderBuffer: bool): uint; @dont_mangle @api
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rlLoadTextureCubemap :: proc(data: *void, size: int, format: int): uint; @dont_mangle @api
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rlUpdateTexture :: proc(id: uint, offsetX: int, offsetY: int, width: int, height: int, format: int, data: *void); @dont_mangle @api
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rlGetGlTextureFormats :: proc(format: int, glInternalFormat: *uint, glFormat: *uint, glType: *uint); @dont_mangle @api
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rlGetPixelFormatName :: proc(format: uint): *char; @dont_mangle @api
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rlUnloadTexture :: proc(id: uint); @dont_mangle @api
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rlGenTextureMipmaps :: proc(id: uint, width: int, height: int, format: int, mipmaps: *int); @dont_mangle @api
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rlReadTexturePixels :: proc(id: uint, width: int, height: int, format: int): *void; @dont_mangle @api
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rlReadScreenPixels :: proc(width: int, height: int): *uchar; @dont_mangle @api
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rlLoadFramebuffer :: proc(width: int, height: int): uint; @dont_mangle @api
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rlFramebufferAttach :: proc(fboId: uint, texId: uint, attachType: int, texType: int, mipLevel: int); @dont_mangle @api
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rlFramebufferComplete :: proc(id: uint): bool; @dont_mangle @api
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rlUnloadFramebuffer :: proc(id: uint); @dont_mangle @api
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rlLoadShaderCode :: proc(vsCode: *char, fsCode: *char): uint; @dont_mangle @api
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rlCompileShader :: proc(shaderCode: *char, type: int): uint; @dont_mangle @api
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rlLoadShaderProgram :: proc(vShaderId: uint, fShaderId: uint): uint; @dont_mangle @api
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rlUnloadShaderProgram :: proc(id: uint); @dont_mangle @api
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rlGetLocationUniform :: proc(shaderId: uint, uniformName: *char): int; @dont_mangle @api
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rlGetLocationAttrib :: proc(shaderId: uint, attribName: *char): int; @dont_mangle @api
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rlSetUniform :: proc(locIndex: int, value: *void, uniformType: int, count: int); @dont_mangle @api
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rlSetUniformMatrix :: proc(locIndex: int, mat: Matrix); @dont_mangle @api
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rlSetUniformSampler :: proc(locIndex: int, textureId: uint); @dont_mangle @api
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rlSetShader :: proc(id: uint, locs: *int); @dont_mangle @api
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rlLoadComputeShaderProgram :: proc(shaderId: uint): uint; @dont_mangle @api
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rlComputeShaderDispatch :: proc(groupX: uint, groupY: uint, groupZ: uint); @dont_mangle @api
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rlLoadShaderBuffer :: proc(size: uint, data: *void, usageHint: int): uint; @dont_mangle @api
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rlUnloadShaderBuffer :: proc(ssboId: uint); @dont_mangle @api
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rlUpdateShaderBuffer :: proc(id: uint, data: *void, dataSize: uint, offset: uint); @dont_mangle @api
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rlBindShaderBuffer :: proc(id: uint, index: uint); @dont_mangle @api
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rlReadShaderBuffer :: proc(id: uint, dest: *void, count: uint, offset: uint); @dont_mangle @api
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rlCopyShaderBuffer :: proc(destId: uint, srcId: uint, destOffset: uint, srcOffset: uint, count: uint); @dont_mangle @api
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rlGetShaderBufferSize :: proc(id: uint): uint; @dont_mangle @api
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rlBindImageTexture :: proc(id: uint, index: uint, format: int, readonly: bool); @dont_mangle @api
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rlGetMatrixModelview :: proc(): Matrix; @dont_mangle @api
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rlGetMatrixProjection :: proc(): Matrix; @dont_mangle @api
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rlGetMatrixTransform :: proc(): Matrix; @dont_mangle @api
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rlGetMatrixProjectionStereo :: proc(eye: int): Matrix; @dont_mangle @api
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rlGetMatrixViewOffsetStereo :: proc(eye: int): Matrix; @dont_mangle @api
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rlSetMatrixProjection :: proc(proj: Matrix); @dont_mangle @api
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rlSetMatrixModelview :: proc(view: Matrix); @dont_mangle @api
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rlSetMatrixProjectionStereo :: proc(right: Matrix, left: Matrix); @dont_mangle @api
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rlSetMatrixViewOffsetStereo :: proc(right: Matrix, left: Matrix); @dont_mangle @api
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rlLoadDrawCube :: proc(); @dont_mangle @api
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rlLoadDrawQuad :: proc(); @dont_mangle @api
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