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https://github.com/hajimehoshi/ebiten.git
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Update for the latest GopherJS (js.Object can't be casted to other types)
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59ed15b2f7
commit
3e376cae18
@ -23,11 +23,26 @@ import (
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"github.com/gopherjs/webgl"
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)
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type Texture js.Object
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type Framebuffer js.Object
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type Shader js.Object
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type Program js.Object
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type UniformLocation js.Object
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type Texture struct {
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js.Object
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}
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type Framebuffer struct {
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js.Object
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}
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type Shader struct {
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js.Object
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}
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type Program struct {
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js.Object
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}
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type UniformLocation struct {
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js.Object
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}
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type AttribLocation int
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type ProgramID int
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@ -67,7 +82,7 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterTyp
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gl := c.gl
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t := gl.CreateTexture()
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if t == nil {
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return nil, errors.New("glGenTexture failed")
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return Texture{nil}, errors.New("glGenTexture failed")
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}
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gl.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(gl.TEXTURE_2D, t)
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@ -84,7 +99,7 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterTyp
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}
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gl.Call("texImage2D", gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, p)
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return Texture(t), nil
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return Texture{t}, nil
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}
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func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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@ -92,7 +107,7 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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gl.Flush()
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// TODO: Use glGetTexLevelParameteri and GL_TEXTURE_WIDTH?
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pixels := js.Global.Get("Uint8Array").New(4 * width * height)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.BindTexture(gl.TEXTURE_2D, t.Object)
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gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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@ -102,12 +117,12 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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func (c *Context) BindTexture(t Texture) {
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gl := c.gl
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.BindTexture(gl.TEXTURE_2D, t.Object)
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}
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func (c *Context) DeleteTexture(t Texture) {
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gl := c.gl
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gl.DeleteTexture(t)
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gl.DeleteTexture(t.Object)
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}
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func (c *Context) GlslHighpSupported() bool {
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@ -119,17 +134,17 @@ func (c *Context) GlslHighpSupported() bool {
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return gl.Call("getShaderPrecisionFormat", gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).Get("precision").Int() != 0
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
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gl := c.gl
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f := gl.CreateFramebuffer()
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gl.BindFramebuffer(gl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return nil, errors.New("creating framebuffer failed")
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return Framebuffer{nil}, errors.New("creating framebuffer failed")
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}
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return Framebuffer(f), nil
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return Framebuffer{f}, nil
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}
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var lastFramebuffer Framebuffer
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@ -140,8 +155,8 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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gl.Flush()
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lastFramebuffer = f
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}
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if f != nil {
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gl.BindFramebuffer(gl.FRAMEBUFFER, f)
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if f.Object != nil {
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gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
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} else {
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gl.BindFramebuffer(gl.FRAMEBUFFER, nil)
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}
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@ -151,6 +166,7 @@ func (c *Context) SetViewport(f Framebuffer, width, height int) error {
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}
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func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error {
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// TODO: Use f?
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gl := c.gl
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gl.ClearColor(float32(r), float32(g), float32(b), float32(a))
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gl.Clear(gl.COLOR_BUFFER_BIT)
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@ -159,7 +175,7 @@ func (c *Context) FillFramebuffer(f Framebuffer, r, g, b, a float64) error {
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func (c *Context) DeleteFramebuffer(f Framebuffer) {
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gl := c.gl
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gl.DeleteFramebuffer(f)
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gl.DeleteFramebuffer(f.Object)
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}
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func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error) {
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@ -167,7 +183,7 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
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s := gl.CreateShader(int(shaderType))
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if s == nil {
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println(gl.GetError())
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return nil, errors.New("glCreateShader failed")
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return Shader{nil}, errors.New("glCreateShader failed")
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}
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gl.ShaderSource(s, source)
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@ -175,14 +191,14 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
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if !gl.GetShaderParameterb(s, gl.COMPILE_STATUS) {
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log := gl.GetShaderInfoLog(s)
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return nil, errors.New(fmt.Sprintf("shader compile failed: %s", log))
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return Shader{nil}, errors.New(fmt.Sprintf("shader compile failed: %s", log))
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}
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return Shader(s), nil
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return Shader{s}, nil
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}
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func (c *Context) DeleteShader(s Shader) {
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gl := c.gl
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gl.DeleteShader(s)
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gl.DeleteShader(s.Object)
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}
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var lastProgramID ProgramID = 0
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@ -191,35 +207,35 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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gl := c.gl
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p := gl.CreateProgram()
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if p == nil {
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return nil, errors.New("glCreateProgram failed")
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return Program{nil}, errors.New("glCreateProgram failed")
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}
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p.Set("__ebiten_programId", lastProgramID)
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lastProgramID++
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for _, shader := range shaders {
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gl.AttachShader(p, shader)
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gl.AttachShader(p, shader.Object)
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}
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gl.LinkProgram(p)
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if !gl.GetProgramParameterb(p, gl.LINK_STATUS) {
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return nil, errors.New("program error")
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return Program{nil}, errors.New("program error")
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}
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return Program(p), nil
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return Program{p}, nil
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}
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func (c *Context) UseProgram(p Program) {
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gl := c.gl
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gl.UseProgram(p)
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gl.UseProgram(p.Object)
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}
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func (c *Context) GetUniformLocation(p Program, location string) UniformLocation {
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gl := c.gl
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return gl.GetUniformLocation(p, location)
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return UniformLocation{gl.GetUniformLocation(p.Object, location)}
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}
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func (c *Context) UniformInt(p Program, location string, v int) {
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gl := c.gl
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l := GetUniformLocation(c, p, location)
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gl.Uniform1i(l, v)
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gl.Uniform1i(l.Object, v)
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}
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func (c *Context) UniformFloats(p Program, location string, v []float32) {
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@ -227,9 +243,9 @@ func (c *Context) UniformFloats(p Program, location string, v []float32) {
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l := GetUniformLocation(c, p, location)
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switch len(v) {
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case 4:
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gl.Call("uniform4fv", l, v)
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gl.Call("uniform4fv", l.Object, v)
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case 16:
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gl.UniformMatrix4fv(l, false, v)
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gl.UniformMatrix4fv(l.Object, false, v)
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default:
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panic("not reach")
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}
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@ -237,7 +253,7 @@ func (c *Context) UniformFloats(p Program, location string, v []float32) {
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func (c *Context) GetAttribLocation(p Program, location string) AttribLocation {
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gl := c.gl
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return AttribLocation(gl.GetAttribLocation(p, location))
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return AttribLocation(gl.GetAttribLocation(p.Object, location))
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}
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func (c *Context) VertexAttribPointer(p Program, location string, stride int, v uintptr) {
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