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[3D View] Added a 3D view (Views -> Game View) for Wrath of The Lich King files!
(At the moment there is no related editor, you can only view the map)
2 parents f08c0f8 + 051268a commit bb73908

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.gitignore

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@@ -50,7 +50,7 @@ artifacts/
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*_i.h
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*.ilk
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*.meta
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*.obj
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#*.obj
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*.pch
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*.pdb
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*.pgc
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*.pyc
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# dbc
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.DS_Store
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.DS_Store

Avalonia.props

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<PackageReference Include="Avalonia" Version="$(AvaloniaVersion)" />
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<PackageReference Include="Avalonia.ReactiveUI" Version="$(AvaloniaVersion)" />
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<PackageReference Include="Avalonia.Desktop" Version="$(AvaloniaVersion)" />
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<PackageReference Include="Avalonia.Xaml.Behaviors" Version="$(AvaloniaVersion)" />
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<PackageReference Include="Avalonia.Xaml.Behaviors" Version="0.10.10" />
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<ProjectReference Include="$(MSBuildThisFileDirectory)\Prism.Avalonia\src\Prism.Avalonia\Prism.Avalonia.csproj" />
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</ItemGroup>
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<ItemGroup>

AvaloniaEdit

AvaloniaStyles/Styles/BigSur/Button.xaml

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</Style>
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<Style Selector=":is(Button):not(:is(CheckBox))">
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<Setter Property="CornerRadius" Value="6" />
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<!--<Setter Property="CornerRadius" Value="6" />-->
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</Style>
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<Style Selector=":is(Button):not(:is(CheckBox)) /template/ ContentPresenter#PART_ContentPresenter">

AvaloniaStyles/Styles/BigSur/TextBox.xaml

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xmlns:controls1="clr-namespace:AvaloniaStyles.Controls"
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xmlns:avaloniaEdit="https://github.com/avaloniaui/avaloniaedit">
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<Style Selector="TextBox">
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<Setter Property="CornerRadius" Value="0"></Setter>
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<!--<Setter Property="CornerRadius" Value="0"></Setter>-->
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<Setter Property="Padding" Value="4"/>
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<Setter Property="FontSize" Value="13"/>
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<Setter Property="Foreground" Value="{DynamicResource TextBoxForeground}" />
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</Style>
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<Style Selector="controls1|ToolBar TextBox">
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<Setter Property="CornerRadius" Value="5"></Setter>
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<!--<Setter Property="CornerRadius" Value="5"></Setter>-->
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</Style>
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<Style Selector="TextBox /template/ TextBlock#watermark">

AvaloniaStyles/Styles/Catalina/Button.xaml

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</Style>
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<Style Selector=":is(Button)">
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<Setter Property="CornerRadius" Value="4" />
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<!--<Setter Property="CornerRadius" Value="4" />-->
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</Style>
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<Style Selector=":is(Button):pointerover /template/ ContentPresenter">

AvaloniaStyles/Styles/Catalina/TextBox.xaml

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xmlns:controls1="clr-namespace:AvaloniaStyles.Controls"
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xmlns:avaloniaEdit="https://github.com/avaloniaui/avaloniaedit">
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<Style Selector="TextBox">
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<Setter Property="CornerRadius" Value="4" />
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<!--<Setter Property="CornerRadius" Value="4" />-->
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<Setter Property="FontSize" Value="13"/>
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<Setter Property="Foreground" Value="{DynamicResource TextBoxForeground}" />
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<Setter Property="BorderThickness" Value="0.5" />

AvaloniaStyles/Styles/Windows10/TabControl.axaml

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<Style Selector="TabControl">
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<Setter Property="Padding" Value="6"></Setter>
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<Setter Property="Template">
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<!-- CornerRadius="{TemplateBinding CornerRadius}"-->
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<ControlTemplate>
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<Border BorderBrush="{TemplateBinding BorderBrush}"
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BorderThickness="{TemplateBinding BorderThickness}"
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CornerRadius="{TemplateBinding CornerRadius}"
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Background="{TemplateBinding Background}"
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HorizontalAlignment="{TemplateBinding HorizontalAlignment}"
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VerticalAlignment="{TemplateBinding VerticalAlignment}">
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<Setter Property="VerticalContentAlignment" Value="Center" />
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<Setter Property="Template">
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<ControlTemplate>
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<!-- CornerRadius="{TemplateBinding CornerRadius}"-->
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<Panel>
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<Border Name="PART_LayoutRoot"
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BorderBrush="{TemplateBinding BorderBrush}"
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BorderThickness="{TemplateBinding BorderThickness}"
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CornerRadius="{TemplateBinding CornerRadius}"
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Padding="{TemplateBinding Padding}">
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<ContentPresenter Name="PART_ContentPresenter"
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ContentTemplate="{TemplateBinding HeaderTemplate}"

AvaloniaStyles/SystemTheme.cs

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using System;
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using System.Runtime.InteropServices;
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using Avalonia.Markup.Xaml.Styling;
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using Avalonia.Metadata;
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[assembly: XmlnsDefinition("https://github.com/avaloniaui", "AvaloniaStyles.Controls")]
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namespace AvaloniaStyles
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{

Directory.Build.props

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<?xml version="1.0" encoding="utf-8"?>
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<Project>
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<PropertyGroup>
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<RestoreAdditionalProjectSources>
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https://nuget.avaloniaui.net/repository/avalonia-all/index.json
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</RestoreAdditionalProjectSources>
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<NoWarn>CS0067,CS3021,CS1998,CA1416</NoWarn>
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<AvaloniaVersion>0.10.8</AvaloniaVersion>
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<AvaloniaVersion>0.10.999-cibuild0015264-beta</AvaloniaVersion>
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<LangVersion>preview</LangVersion>
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</PropertyGroup>
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</Project>

Examples/screenshot16.png

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LoaderAvalonia/LoaderAvalonia.csproj

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<ProjectReference Include="..\WoWDatabaseEditor.Common\WDE.TrinityMySqlDatabase\WDE.TrinityMySqlDatabase.csproj" />
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<ProjectReference Include="..\WoWDatabaseEditorCore.Avalonia\WoWDatabaseEditorCore.Avalonia.csproj" SkipGetTargetFrameworkProperties="true" />
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<ProjectReference Include="..\WoWDatabaseEditor\WoWDatabaseEditorCore.csproj" />
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<ProjectReference Include="..\WoWDatabaseEditor\WDE.MapRenderer\WDE.MapRenderer.csproj" />
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<ProjectReference Include="..\WowPacketParser\WowPacketParserModule.BattleNet.V37165\WowPacketParserModule.BattleNet.V37165.csproj" />
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<ProjectReference Include="..\WowPacketParser\WowPacketParserModule.Substructures\WowPacketParserModule.Substructures.csproj" />

README.md

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@@ -40,9 +40,9 @@ That's a fantastic news! There is still a lot to do in the IDE, if you do not kn
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# How to build
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**In order to build WoW Database Editor you need to install [.NET 6.0 SDK](https://dotnet.microsoft.com/download/dotnet/6.0)**
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**In order to build WoW Database Editor you need to install [.NET 6.0 SDK](https://dotnet.microsoft.com/download/dotnet/6.0)** (it is installed automatically with Visual Studio 2022)
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**If you want to use Visual Studio, you need Visual Studio 2022 (even though it is still in preview!)**. That's because older Visual Studio version doesn't support .NET 6.0!
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**If you want to use Visual Studio, you need Visual Studio 2022**. That's because older Visual Studio version **doesn't** support .NET 6.0!
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WoW Database Editor is using [git submodules](https://git-scm.com/book/en/v2/Git-Tools-Submodules), therefore after you clone, after you pull you have to download submodules:
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* [Avalonia](https://avaloniaui.net/) - WoW Database Editor is built upon Avalonia UI framework
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* [Thenarden](https://github.com/Thenarden/nmpq) - for Nmpq - A Fully-Managed C# MPQ Parser
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![screenshot16](https://raw.githubusercontent.com/BAndysc/WoWDatabaseEditor/master/Examples/screenshot16.png)
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![screenshot8](https://raw.githubusercontent.com/BAndysc/WoWDatabaseEditor/master/Examples/screenshot8.png)
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![screenshot9](https://raw.githubusercontent.com/BAndysc/WoWDatabaseEditor/master/Examples/screenshot9.png)
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![screenshot10](https://raw.githubusercontent.com/BAndysc/WoWDatabaseEditor/master/Examples/screenshot10.png)

Rendering/OpenGLBindings/AccumOp.cs

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namespace OpenGLBindings
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{
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/// <summary>
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/// Not used directly.
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/// </summary>
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public enum AccumOp
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{
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}
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}
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// Warning: Some assembly references could not be resolved automatically. This might lead to incorrect decompilation of some parts,\n// for ex. property getter/setter access. To get optimal decompilation results, please manually add the missing references to the list of loaded assemblies.\n// OpenTK.Graphics.OpenGL4..*
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namespace OpenGLBindings
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{
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/// <summary>
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/// Used in GL.GetActiveAttrib
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/// </summary>
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public enum ActiveAttribType
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{
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/// <summary>
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/// Original was GL_NONE = 0
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/// </summary>
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None = 0,
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/// <summary>
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/// Original was GL_INT = 0x1404
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/// </summary>
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Int = 5124,
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/// <summary>
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/// Original was GL_UNSIGNED_INT = 0x1405
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/// </summary>
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UnsignedInt = 5125,
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/// <summary>
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/// Original was GL_FLOAT = 0x1406
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/// </summary>
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Float = 5126,
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/// <summary>
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/// Original was GL_DOUBLE = 0x140A
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/// </summary>
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Double = 5130,
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/// <summary>
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/// Original was GL_FLOAT_VEC2 = 0x8B50
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/// </summary>
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FloatVec2 = 35664,
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/// <summary>
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/// Original was GL_FLOAT_VEC3 = 0x8B51
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/// </summary>
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FloatVec3 = 35665,
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/// <summary>
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/// Original was GL_FLOAT_VEC4 = 0x8B52
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/// </summary>
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FloatVec4 = 35666,
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/// <summary>
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/// Original was GL_INT_VEC2 = 0x8B53
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/// </summary>
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IntVec2 = 35667,
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/// <summary>
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/// Original was GL_INT_VEC3 = 0x8B54
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/// </summary>
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IntVec3 = 35668,
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/// <summary>
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/// Original was GL_INT_VEC4 = 0x8B55
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/// </summary>
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IntVec4 = 35669,
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/// <summary>
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/// Original was GL_FLOAT_MAT2 = 0x8B5A
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/// </summary>
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FloatMat2 = 35674,
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/// <summary>
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/// Original was GL_FLOAT_MAT3 = 0x8B5B
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/// </summary>
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FloatMat3 = 35675,
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/// <summary>
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/// Original was GL_FLOAT_MAT4 = 0x8B5C
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/// </summary>
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FloatMat4 = 35676,
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/// <summary>
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/// Original was GL_FLOAT_MAT2x3 = 0x8B65
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/// </summary>
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FloatMat2x3 = 35685,
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/// <summary>
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/// Original was GL_FLOAT_MAT2x4 = 0x8B66
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/// </summary>
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FloatMat2x4 = 35686,
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/// <summary>
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/// Original was GL_FLOAT_MAT3x2 = 0x8B67
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/// </summary>
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FloatMat3x2 = 35687,
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/// <summary>
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/// Original was GL_FLOAT_MAT3x4 = 0x8B68
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/// </summary>
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FloatMat3x4 = 35688,
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/// <summary>
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/// Original was GL_FLOAT_MAT4x2 = 0x8B69
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/// </summary>
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FloatMat4x2 = 35689,
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/// <summary>
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/// Original was GL_FLOAT_MAT4x3 = 0x8B6A
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/// </summary>
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FloatMat4x3 = 35690,
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/// <summary>
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/// Original was GL_UNSIGNED_INT_VEC2 = 0x8DC6
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/// </summary>
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UnsignedIntVec2 = 36294,
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/// <summary>
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/// Original was GL_UNSIGNED_INT_VEC3 = 0x8DC7
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/// </summary>
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UnsignedIntVec3 = 36295,
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/// <summary>
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/// Original was GL_UNSIGNED_INT_VEC4 = 0x8DC8
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/// </summary>
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UnsignedIntVec4 = 36296,
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/// <summary>
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/// Original was GL_DOUBLE_MAT2 = 0x8F46
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/// </summary>
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DoubleMat2 = 36678,
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/// <summary>
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/// Original was GL_DOUBLE_MAT3 = 0x8F47
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/// </summary>
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DoubleMat3 = 36679,
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/// <summary>
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/// Original was GL_DOUBLE_MAT4 = 0x8F48
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/// </summary>
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DoubleMat4 = 36680,
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/// <summary>
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/// Original was GL_DOUBLE_MAT2x3 = 0x8F49
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/// </summary>
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DoubleMat2x3 = 36681,
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/// <summary>
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/// Original was GL_DOUBLE_MAT2x4 = 0x8F4A
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/// </summary>
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DoubleMat2x4 = 36682,
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/// <summary>
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/// Original was GL_DOUBLE_MAT3x2 = 0x8F4B
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/// </summary>
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DoubleMat3x2 = 36683,
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/// <summary>
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/// Original was GL_DOUBLE_MAT3x4 = 0x8F4C
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/// </summary>
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DoubleMat3x4 = 36684,
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/// <summary>
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/// Original was GL_DOUBLE_MAT4x2 = 0x8F4D
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/// </summary>
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DoubleMat4x2 = 36685,
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/// <summary>
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/// Original was GL_DOUBLE_MAT4x3 = 0x8F4E
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/// </summary>
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DoubleMat4x3 = 36686,
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/// <summary>
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/// Original was GL_DOUBLE_VEC2 = 0x8FFC
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/// </summary>
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DoubleVec2 = 36860,
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/// <summary>
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/// Original was GL_DOUBLE_VEC3 = 0x8FFD
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/// </summary>
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DoubleVec3 = 36861,
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/// <summary>
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/// Original was GL_DOUBLE_VEC4 = 0x8FFE
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/// </summary>
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DoubleVec4 = 36862
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}
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}
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namespace OpenGLBindings
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{
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/// <summary>
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/// Used in GL.GetActiveSubroutineUniform
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/// </summary>
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public enum ActiveSubroutineUniformParameter
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{
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/// <summary>
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/// Original was GL_UNIFORM_SIZE = 0x8A38
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/// </summary>
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UniformSize = 35384,
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/// <summary>
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/// Original was GL_UNIFORM_NAME_LENGTH = 0x8A39
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/// </summary>
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UniformNameLength = 35385,
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/// <summary>
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/// Original was GL_NUM_COMPATIBLE_SUBROUTINES = 0x8E4A
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/// </summary>
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NumCompatibleSubroutines = 36426,
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/// <summary>
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/// Original was GL_COMPATIBLE_SUBROUTINES = 0x8E4B
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/// </summary>
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CompatibleSubroutines = 36427
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}
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}
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namespace OpenGLBindings
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{
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/// <summary>
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/// Used in GL.GetActiveUniformBlock
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/// </summary>
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public enum ActiveUniformBlockParameter
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{
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = 0x84F0
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/// </summary>
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UniformBlockReferencedByTessControlShader = 34032,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x84F1
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/// </summary>
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UniformBlockReferencedByTessEvaluationShader = 34033,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_BINDING = 0x8A3F
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/// </summary>
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UniformBlockBinding = 35391,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_DATA_SIZE = 0x8A40
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/// </summary>
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UniformBlockDataSize = 35392,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_NAME_LENGTH = 0x8A41
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/// </summary>
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UniformBlockNameLength = 35393,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42
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/// </summary>
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UniformBlockActiveUniforms = 35394,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43
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/// </summary>
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UniformBlockActiveUniformIndices = 35395,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44
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/// </summary>
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UniformBlockReferencedByVertexShader = 35396,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45
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/// </summary>
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UniformBlockReferencedByGeometryShader = 35397,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46
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/// </summary>
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UniformBlockReferencedByFragmentShader = 35398,
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/// <summary>
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/// Original was GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = 0x90EC
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/// </summary>
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UniformBlockReferencedByComputeShader = 37100
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}
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}

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