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 external val canvas: EventTarget
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Functions

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open external fun activeTexture(texture: GLenum)
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open external fun attachShader(program: WebGLProgram, shader: WebGLShader)
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open external fun beginQuery(target: GLenum, query: WebGLQuery)
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open external fun beginTransformFeedback(primitiveMode: GLenum)
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open external fun bindAttribLocation(program: WebGLProgram, index: GLuint, name: String)
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open external fun bindBuffer(target: GLenum, buffer: WebGLBuffer?)
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open external fun bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer?)
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open external fun bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer?, offset: GLintptr, size: GLsizeiptr)
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open external fun bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer?)
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open external fun bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer?)
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open external fun bindSampler(unit: GLuint, sampler: WebGLSampler?)
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open external fun bindTexture(target: GLenum, texture: WebGLTexture?)
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open external fun blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open external fun blendEquation(mode: GLenum)
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open external fun blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum)
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open external fun blendFunc(sfactor: GLenum, dfactor: GLenum)
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open external fun blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum)
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open external 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 external fun bufferData(target: GLenum, srcData: AllowSharedBufferSource?, usage: GLenum)
open external fun bufferData(target: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, usage: GLenum, srcOffset: UInt53, length: GLuint = definedExternally)

open external fun bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum)
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open external fun bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: AllowSharedBufferSource)
open external fun bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53, length: GLuint = definedExternally)
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open external fun clear(mask: GLbitfield)
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open external fun clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint)
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open external fun clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset: UInt53 = definedExternally)
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open external fun clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset: UInt53 = definedExternally)
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open external fun clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset: UInt53 = definedExternally)
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open external fun clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf)
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open external fun clearDepth(depth: GLclampf)
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open external fun clearStencil(s: GLint)
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open external fun clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64): GLenum
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open external fun colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean)
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open external fun compileShader(shader: WebGLShader)
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open external fun compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)
open external 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 external fun compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr)
open external 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 external fun compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr)
open external 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 external 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 external 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 external fun copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr)
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open external fun copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint)
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open external fun copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external 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 external fun createShader(type: GLenum): WebGLShader?
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open external fun cullFace(mode: GLenum)
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open external fun deleteBuffer(buffer: WebGLBuffer?)
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open external fun deleteFramebuffer(framebuffer: WebGLFramebuffer?)
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open external fun deleteProgram(program: WebGLProgram?)
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open external fun deleteQuery(query: WebGLQuery?)
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open external fun deleteRenderbuffer(renderbuffer: WebGLRenderbuffer?)
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open external fun deleteSampler(sampler: WebGLSampler?)
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open external fun deleteShader(shader: WebGLShader?)
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open external fun deleteSync(sync: WebGLSync?)
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open external fun deleteTexture(texture: WebGLTexture?)
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open external fun depthFunc(func: GLenum)
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open external fun depthMask(flag: GLboolean)
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open external fun depthRange(zNear: GLclampf, zFar: GLclampf)
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open external fun detachShader(program: WebGLProgram, shader: WebGLShader)
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open external fun disable(cap: GLenum)
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open external fun drawArrays(mode: GLenum, first: GLint, count: GLsizei)
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open external fun drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei)
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open external fun drawBuffers(buffers: ReadonlyArray<GLenum>)
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open external fun drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr)
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open external fun drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei)
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open external fun drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr)
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open external fun enable(cap: GLenum)
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open external fun endQuery(target: GLenum)
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open external fun fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync?
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open external fun finish()
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open external fun flush()
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open external fun framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer?)
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open external fun framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture?, level: GLint)
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open external fun framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture?, level: GLint, layer: GLint)
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open external fun frontFace(mode: GLenum)
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open external fun generateMipmap(target: GLenum)
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open external fun getActiveAttrib(program: WebGLProgram, index: GLuint): WebGLActiveInfo?
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open external fun getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint): String?
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open external fun getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum): JsAny?
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open external fun getActiveUniforms(program: WebGLProgram, uniformIndices: ReadonlyArray<GLuint>, pname: GLenum): JsAny?
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open external fun getAttribLocation(program: WebGLProgram, name: String): GLint
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open external fun getBufferParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView<ArrayBufferLike>, dstOffset: UInt53 = definedExternally, length: GLuint = definedExternally)
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open external fun getError(): GLenum
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fun <T : EXT_float_blend> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : EXT_frag_depth> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : EXT_sRGB> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
fun <T : OVR_multiview2> WebGLRenderingContextBase.getExtension(<unused var>: T? = null): T
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inline fun <T : EXT_blend_minmax> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_float_blend> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_frag_depth> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : EXT_sRGB> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OES_fbo_render_mipmap> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OES_texture_float> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : OVR_multiview2> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_debug_shaders> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_depth_texture> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_draw_buffers> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_lose_context> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
inline fun <T : WEBGL_multi_draw> WebGLRenderingContextBase.getExtensionOrNull(<unused var>: T? = null): T?
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open external fun <T : JsAny?> getExtensionOrNullUnsafe(name: String): T?
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open external fun getFragDataLocation(program: WebGLProgram, name: String): GLint
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open external fun getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum): JsAny?
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open external fun getIndexedParameter(target: GLenum, index: GLuint): JsAny?
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open external fun getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum): JsAny?
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open external fun getParameter(pname: GLenum): JsAny?
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open external fun getProgramInfoLog(program: WebGLProgram): String?
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open external fun getProgramParameter(program: WebGLProgram, pname: GLenum): JsAny?
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open external fun getQuery(target: GLenum, pname: GLenum): WebGLQuery?
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open external fun getQueryParameter(query: WebGLQuery, pname: GLenum): JsAny?
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open external fun getRenderbufferParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getSamplerParameter(sampler: WebGLSampler, pname: GLenum): JsAny?
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open external fun getShaderInfoLog(shader: WebGLShader): String?
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open external fun getShaderParameter(shader: WebGLShader, pname: GLenum): JsAny?
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open external fun getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum): WebGLShaderPrecisionFormat?
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open external fun getShaderSource(shader: WebGLShader): String?
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open external fun getSupportedExtensions(): ReadonlyArray<JsString>?
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open external fun getSyncParameter(sync: WebGLSync, pname: GLenum): JsAny?
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open external fun getTexParameter(target: GLenum, pname: GLenum): JsAny?
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open external fun getUniform(program: WebGLProgram, location: WebGLUniformLocation): JsAny?
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open external fun getUniformBlockIndex(program: WebGLProgram, uniformBlockName: String): GLuint
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open external fun getUniformIndices(program: WebGLProgram, uniformNames: ReadonlyArray<JsString>): ReadonlyArray<GLuint>?
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open external fun getVertexAttrib(index: GLuint, pname: GLenum): JsAny?
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open external fun getVertexAttribOffset(index: GLuint, pname: GLenum): GLintptr
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open external fun hint(target: GLenum, mode: GLenum)
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open external fun invalidateFramebuffer(target: GLenum, attachments: ReadonlyArray<GLenum>)
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open external fun invalidateSubFramebuffer(target: GLenum, attachments: ReadonlyArray<GLenum>, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external fun isBuffer(buffer: WebGLBuffer?): GLboolean
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open external fun isContextLost(): Boolean
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open external fun isEnabled(cap: GLenum): GLboolean
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open external fun isFramebuffer(framebuffer: WebGLFramebuffer?): GLboolean
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open external fun isProgram(program: WebGLProgram?): GLboolean
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open external fun isQuery(query: WebGLQuery?): GLboolean
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open external fun isRenderbuffer(renderbuffer: WebGLRenderbuffer?): GLboolean
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open external fun isSampler(sampler: WebGLSampler?): GLboolean
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open external fun isShader(shader: WebGLShader?): GLboolean
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open external fun isSync(sync: WebGLSync?): GLboolean
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open external fun isTexture(texture: WebGLTexture?): GLboolean
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open external fun lineWidth(width: GLfloat)
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open external fun linkProgram(program: WebGLProgram)
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open external fun makeXRCompatibleAsync(): Promise<Void>
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open external fun pixelStorei(pname: GLenum, param: GLboolean)
open external fun pixelStorei(pname: GLenum, param: GLint)
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open external fun polygonOffset(factor: GLfloat, units: GLfloat)
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open external fun readBuffer(src: GLenum)
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open external fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView<ArrayBufferLike>?)
open external fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr)
open external fun readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView<ArrayBufferLike>, dstOffset: UInt53)
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open external fun renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open external fun renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open external fun sampleCoverage(value: GLclampf, invert: GLboolean)
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open external fun samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat)
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open external fun samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint)
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open external fun scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external fun shaderSource(shader: WebGLShader, source: String)
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open external fun stencilFunc(func: GLenum, ref: GLint, mask: GLuint)
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open external fun stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint)
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open external fun stencilMask(mask: GLuint)
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open external fun stencilMaskSeparate(face: GLenum, mask: GLuint)
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open external fun stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum)
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open external fun stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum)
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open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, format: GLenum, type: GLenum, source: TexImageSource)
open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr)
open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource)
open external fun texImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView<ArrayBufferLike>, srcOffset: UInt53)

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

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

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

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

open external 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 external 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 external 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 external 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 external fun transformFeedbackVaryings(program: WebGLProgram, varyings: ReadonlyArray<JsString>, bufferMode: GLenum)
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open external fun uniform1f(location: WebGLUniformLocation?, x: GLfloat)
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open external fun uniform1fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform1i(location: WebGLUniformLocation?, x: GLint)
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open external fun uniform1iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform1ui(location: WebGLUniformLocation?, v0: GLuint)
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open external fun uniform1uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform2f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat)
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open external fun uniform2fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform2i(location: WebGLUniformLocation?, x: GLint, y: GLint)
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open external fun uniform2iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform2ui(location: WebGLUniformLocation?, v0: GLuint, v1: GLuint)
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open external fun uniform2uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform3f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat, z: GLfloat)
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open external fun uniform3fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform3i(location: WebGLUniformLocation?, x: GLint, y: GLint, z: GLint)
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open external fun uniform3iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform3ui(location: WebGLUniformLocation?, v0: GLuint, v1: GLuint, v2: GLuint)
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open external fun uniform3uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform4f(location: WebGLUniformLocation?, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)
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open external fun uniform4fv(location: WebGLUniformLocation?, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform4i(location: WebGLUniformLocation?, x: GLint, y: GLint, z: GLint, w: GLint)
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open external fun uniform4iv(location: WebGLUniformLocation?, data: Int32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniform4ui(location: WebGLUniformLocation?, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint)
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open external fun uniform4uiv(location: WebGLUniformLocation?, data: Uint32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint)
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open external fun uniformMatrix2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix2x3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix2x4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix3x2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix3x4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix4fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix4x2fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun uniformMatrix4x3fv(location: WebGLUniformLocation?, transpose: GLboolean, data: Float32List, srcOffset: UInt53 = definedExternally, srcLength: GLuint = definedExternally)
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open external fun useProgram(program: WebGLProgram?)
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open external fun validateProgram(program: WebGLProgram)
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open external fun vertexAttrib1f(index: GLuint, x: GLfloat)
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open external fun vertexAttrib1fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat)
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open external fun vertexAttrib2fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat)
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open external fun vertexAttrib3fv(index: GLuint, values: Float32List)
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open external fun vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)
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open external fun vertexAttrib4fv(index: GLuint, values: Float32List)
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open external fun vertexAttribDivisor(index: GLuint, divisor: GLuint)
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open external fun vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint)
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open external fun vertexAttribI4iv(index: GLuint, values: Int32List)
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open external fun vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint)
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open external fun vertexAttribI4uiv(index: GLuint, values: Uint32List)
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open external fun vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr)
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open external fun vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr)
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open external fun viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external fun waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64)