WebGL2RenderingContext

The WebGL2RenderingContext interface provides the OpenGL ES 3.0 rendering context for the drawing surface of an HTML element.

MDN Reference

Types

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object Companion

Properties

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open val ALPHA: GLenum
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open val ALPHA_BITS: GLenum
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open val ALWAYS: GLenum
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open val BACK: GLenum
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open val BLEND: GLenum
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open val BLUE_BITS: GLenum
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open val BOOL: GLenum
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open val BOOL_VEC2: GLenum
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open val BOOL_VEC3: GLenum
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open val BOOL_VEC4: GLenum
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open val BYTE: GLenum
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open val CCW: GLenum
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open val COLOR: GLenum
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open val CULL_FACE: GLenum
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open val CW: GLenum
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open val DECR: GLenum
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open val DECR_WRAP: GLenum
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open val DEPTH: GLenum
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open val DEPTH_BITS: GLenum
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open val DEPTH_FUNC: GLenum
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open val DEPTH_TEST: GLenum
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open val DITHER: GLenum
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open val DONT_CARE: GLenum
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open val DST_ALPHA: GLenum
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open val DST_COLOR: GLenum
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open val EQUAL: GLenum
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open val FASTEST: GLenum
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open val FLOAT: GLenum
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open val FLOAT_MAT2: GLenum
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open val FLOAT_MAT3: GLenum
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open val FLOAT_MAT4: GLenum
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open val FLOAT_VEC2: GLenum
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open val FLOAT_VEC3: GLenum
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open val FLOAT_VEC4: GLenum
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open val FRONT: GLenum
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open val FRONT_FACE: GLenum
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open val FUNC_ADD: GLenum
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open val GEQUAL: GLenum
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open val GREATER: GLenum
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open val GREEN_BITS: GLenum
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open val HALF_FLOAT: GLenum
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open val HIGH_FLOAT: GLenum
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open val HIGH_INT: GLenum
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open val INCR: GLenum
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open val INCR_WRAP: GLenum
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open val INT: GLenum
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open val INT_VEC2: GLenum
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open val INT_VEC3: GLenum
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open val INT_VEC4: GLenum
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open val INVERT: GLenum
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open val KEEP: GLenum
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open val LEQUAL: GLenum
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open val LESS: GLenum
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open val LINE_LOOP: GLenum
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open val LINE_STRIP: GLenum
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open val LINE_WIDTH: GLenum
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open val LINEAR: GLenum
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open val LINES: GLenum
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open val LOW_FLOAT: GLenum
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open val LOW_INT: GLenum
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open val LUMINANCE: GLenum
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open val MAX: GLenum
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open val MEDIUM_INT: GLenum
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open val MIN: GLenum
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open val NEAREST: GLenum
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open val NEVER: GLenum
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open val NICEST: GLenum
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open val NO_ERROR: GLenum
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open val NONE: GLenum
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open val NOTEQUAL: GLenum
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open val ONE: GLenum
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open val POINTS: GLenum
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open val R16F: GLenum
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open val R16I: GLenum
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open val R16UI: GLenum
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open val R32F: GLenum
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open val R32I: GLenum
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open val R32UI: GLenum
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open val R8: GLenum
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open val R8_SNORM: GLenum
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open val R8I: GLenum
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open val R8UI: GLenum
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open val RED: GLenum
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open val RED_BITS: GLenum
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open val RENDERER: GLenum
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open val REPEAT: GLenum
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open val REPLACE: GLenum
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open val RG: GLenum
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open val RG16F: GLenum
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open val RG16I: GLenum
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open val RG16UI: GLenum
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open val RG32F: GLenum
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open val RG32I: GLenum
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open val RG32UI: GLenum
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open val RG8: GLenum
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open val RG8_SNORM: GLenum
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open val RG8I: GLenum
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open val RG8UI: GLenum
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open val RG_INTEGER: GLenum
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open val RGB: GLenum
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open val RGB10_A2: GLenum
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open val RGB10_A2UI: GLenum
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open val RGB16F: GLenum
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open val RGB16I: GLenum
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open val RGB16UI: GLenum
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open val RGB32F: GLenum
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open val RGB32I: GLenum
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open val RGB32UI: GLenum
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open val RGB565: GLenum
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open val RGB5_A1: GLenum
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open val RGB8: GLenum
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open val RGB8_SNORM: GLenum
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open val RGB8I: GLenum
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open val RGB8UI: GLenum
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open val RGB9_E5: GLenum
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open val RGBA: GLenum
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open val RGBA16F: GLenum
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open val RGBA16I: GLenum
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open val RGBA16UI: GLenum
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open val RGBA32F: GLenum
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open val RGBA32I: GLenum
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open val RGBA32UI: GLenum
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open val RGBA4: GLenum
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open val RGBA8: GLenum
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open val RGBA8I: GLenum
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open val RGBA8UI: GLenum
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open val SAMPLER_2D: GLenum
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open val SAMPLER_3D: GLenum
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open val SAMPLES: GLenum
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open val SHORT: GLenum
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open val SIGNALED: GLenum
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open val SRC_ALPHA: GLenum
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open val SRC_COLOR: GLenum
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open val SRGB: GLenum
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open val SRGB8: GLenum
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open val STENCIL: GLenum
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open val SYNC_FENCE: GLenum
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open val SYNC_FLAGS: GLenum
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open val TEXTURE: GLenum
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open val TEXTURE0: GLenum
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open val TEXTURE1: GLenum
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open val TEXTURE10: GLenum
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open val TEXTURE11: GLenum
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open val TEXTURE12: GLenum
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open val TEXTURE13: GLenum
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open val TEXTURE14: GLenum
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open val TEXTURE15: GLenum
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open val TEXTURE16: GLenum
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open val TEXTURE17: GLenum
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open val TEXTURE18: GLenum
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open val TEXTURE19: GLenum
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open val TEXTURE2: GLenum
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open val TEXTURE20: GLenum
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open val TEXTURE21: GLenum
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open val TEXTURE22: GLenum
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open val TEXTURE23: GLenum
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open val TEXTURE24: GLenum
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open val TEXTURE25: GLenum
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open val TEXTURE26: GLenum
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open val TEXTURE27: GLenum
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open val TEXTURE28: GLenum
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open val TEXTURE29: GLenum
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open val TEXTURE3: GLenum
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open val TEXTURE30: GLenum
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open val TEXTURE31: GLenum
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open val TEXTURE4: GLenum
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open val TEXTURE5: GLenum
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open val TEXTURE6: GLenum
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open val TEXTURE7: GLenum
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open val TEXTURE8: GLenum
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open val TEXTURE9: GLenum
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open val TEXTURE_2D: GLenum
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open val TEXTURE_3D: GLenum
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open val TRIANGLES: GLenum
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open val UNSIGNALED: GLenum
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open val VENDOR: GLenum
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open val VERSION: GLenum
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open val VIEWPORT: GLenum
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open val ZERO: GLenum

Functions

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open fun beginQuery(target: GLenum, query: WebGLQuery)
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open fun bindAttribLocation(program: WebGLProgram, index: GLuint, name: String)
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open fun bindBuffer(target: GLenum, buffer: WebGLBuffer?)
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open fun bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer?)
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open fun bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer?, offset: GLintptr, size: GLsizeiptr)
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open fun bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer?)
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open fun bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer?)
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open fun bindSampler(unit: GLuint, sampler: WebGLSampler?)
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open fun bindTexture(target: GLenum, texture: WebGLTexture?)
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open fun blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open fun blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum)
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open fun blendFunc(sfactor: GLenum, dfactor: GLenum)
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open fun blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum)
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open fun blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum)
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open fun bufferData(target: GLenum, srcData: AllowSharedBufferSource?, usage: GLenum)
open fun bufferData(target: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, usage: GLenum, srcOffset: UInt53, length: GLuint = definedExternally)

open fun bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum)
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open fun bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: AllowSharedBufferSource)
open fun bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53, length: GLuint = definedExternally)
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open fun clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint)
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open fun clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset: UInt53 = definedExternally)
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open fun clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset: UInt53 = definedExternally)
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open fun clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset: UInt53 = definedExternally)
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open fun clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open fun colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean)
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open fun compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)
open fun compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53 = definedExternally, srcLengthOverride: GLuint = definedExternally)
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open fun compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)
open fun compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53 = definedExternally, srcLengthOverride: GLuint = definedExternally)
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open fun compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr)
open fun compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53 = definedExternally, srcLengthOverride: GLuint = definedExternally)
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open fun compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr)
open fun compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53 = definedExternally, srcLengthOverride: GLuint = definedExternally)
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open fun copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr)
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open fun copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint)
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open fun copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open fun copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open fun depthRange(zNear: GLclampf, zFar: GLclampf)
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open fun drawArrays(mode: GLenum, first: GLint, count: GLsizei)
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open fun drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei)
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open fun drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr)
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open fun drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei)
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open fun drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr)
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open fun endQuery(target: GLenum)
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open fun fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync?
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open fun framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer?)
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open fun framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture?, level: GLint)
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open fun framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture?, level: GLint, layer: GLint)
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open fun getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint): String?
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open fun getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum): JsAny?
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open fun getActiveUniforms(program: WebGLProgram, uniformIndices: ReadonlyArray<GLuint>, pname: GLenum): JsAny?
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open fun getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView<ArrayBufferLike>, dstOffset: UInt53 = definedExternally, length: GLuint = definedExternally)
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open fun getExtension(name: String): JsAny?
open fun getExtension(extensionName: WebGLExtension.EXT_sRGB): EXT_sRGB?
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open fun getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum): JsAny?
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open fun getQuery(target: GLenum, pname: GLenum): WebGLQuery?
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open fun getTexParameter(target: GLenum, pname: GLenum): JsAny?
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open fun getUniformBlockIndex(program: WebGLProgram, uniformBlockName: String): GLuint
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open fun getVertexAttrib(index: GLuint, pname: GLenum): JsAny?
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open fun hint(target: GLenum, mode: GLenum)
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open fun invalidateSubFramebuffer(target: GLenum, attachments: ReadonlyArray<GLenum>, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open fun pixelStorei(pname: GLenum, param: GLboolean)

open fun pixelStorei(pname: GLenum, param: GLint)
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open fun polygonOffset(factor: GLfloat, units: GLfloat)
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open fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView<ArrayBufferLike>?)
open fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr)
open fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView<ArrayBufferLike>, dstOffset: UInt53)
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open fun renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open fun renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open fun samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat)
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open fun samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint)
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open fun scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open fun shaderSource(shader: WebGLShader, source: String)
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open fun stencilFunc(func: GLenum, ref: GLint, mask: GLuint)
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open fun stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint)
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open fun stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum)
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open fun stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum)
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open fun texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource)
open fun texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr)
open fun texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource)
open fun texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53)

open fun texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView<ArrayBufferLike>?)
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open fun texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>?)
open fun texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource)
open fun texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53)

open fun texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr)
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open fun texParameterf(target: GLenum, pname: GLenum, param: GLfloat)

open fun texParameterf(target: GLenum, pname: GLenum, param: GLenum)
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open fun texParameteri(target: GLenum, pname: GLenum, param: GLint)

open fun texParameteri(target: GLenum, pname: GLenum, param: GLenum)
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open fun texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open fun texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei)
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open fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource)
open fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr)
open fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource)
open fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53)

open fun texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView<ArrayBufferLike>?)
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open fun texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr)
open fun texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource)
open fun texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>?, srcOffset: UInt53 = definedExternally)
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open fun uniform1fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform1iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform1uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform2fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform2iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform2uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform3fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform3iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform3uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform4fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform4i(location: WebGLUniformLocation?, x: GLint, y: GLint, z: GLint, w: GLint)
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open fun uniform4iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniform4ui(location: WebGLUniformLocation?, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint)
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open fun uniform4uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint)
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open fun uniformMatrix2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix2x3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix2x4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix3x2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix3x4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix4x2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun uniformMatrix4x3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open fun vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint)
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open fun vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr)
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open fun vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr)
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open fun viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open fun waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64)