Adding modding folder with a hacked build.
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@@ -0,0 +1,156 @@
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package opengl
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// Buffer Bits
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// nolint: golint,megacheck
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const (
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DEPTH_BUFFER_BIT uint32 = 0x00000100
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STENCIL_BUFFER_BIT = 0x00000400
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COLOR_BUFFER_BIT = 0x00004000
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)
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// Draw Types
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// nolint: golint,megacheck
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const (
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POINTS uint32 = 0x0000
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LINES = 0x0001
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LINE_LOOP = 0x0002
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LINE_STRIP = 0x0003
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TRIANGLES = 0x0004
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TRIANGLE_STRIP = 0x0005
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TRIANGLE_FAN = 0x0006
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)
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// Shader Types
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// nolint: golint,megacheck
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const (
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FRAGMENT_SHADER uint32 = 0x8B30
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VERTEX_SHADER = 0x8B31
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)
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// Status Values
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// nolint: golint,megacheck
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const (
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COMPILE_STATUS uint32 = 0x8B81
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LINK_STATUS = 0x8B82
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)
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// Buffer Types
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// nolint: golint,megacheck
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const (
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ARRAY_BUFFER uint32 = 0x8892
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ELEMENT_ARRAY_BUFFER = 0x8893
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)
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// Framebuffer Types
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// nolint: golint,megacheck
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const (
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FRAMEBUFFER = 0x8D40
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RENDERBUFFER = 0x8D41
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DEPTH_COMPONENT24 = 0x81A6
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COLOR_ATTACHMENT0 = 0x8CE0
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DEPTH_ATTACHMENT = 0x8D00
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)
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// Draw Types
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// nolint: golint,megacheck
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const (
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STREAM_DRAW uint32 = 0x88E0
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STATIC_DRAW = 0x88E4
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DYNAMIC_DRAW = 0x88E8
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)
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// Features
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// nolint: golint,megacheck
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const (
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BLEND uint32 = 0x0BE2
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DEPTH_TEST = 0x0B71
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CULL_FACE = 0x0B44
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SCISSOR_TEST = 0x0C11
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NICEST = 0x1102
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LINE_SMOOTH = 0x0B20
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LINE_SMOOTH_HINT = 0x0C52
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ACTIVE_TEXTURE = 0x84E0
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CURRENT_PROGRAM = 0x8B8D
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TEXTURE_BINDING_2D = 0x8069
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SAMPLER_BINDING = 0x8919
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ARRAY_BUFFER_BINDING = 0x8894
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ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
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VERTEX_ARRAY_BINDING = 0x85B5
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POLYGON_MODE = 0x0B40
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VIEWPORT = 0x0BA2
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SCISSOR_BOX = 0x0C10
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BLEND_SRC_RGB = 0x80C9
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BLEND_DST_RGB = 0x80C8
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BLEND_SRC_ALPHA = 0x80CB
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BLEND_DST_ALPHA = 0x80CA
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BLEND_EQUATION_RGB = 0x8009
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BLEND_EQUATION_ALPHA = 0x883D
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FRONT_AND_BACK = 0x0408
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FILL = 0x1B02
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)
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// Alpha constants
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// nolint: golint,megacheck
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const (
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SRC_ALPHA uint32 = 0x0302
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ONE_MINUS_SRC_ALPHA = 0x0303
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ONE_MINUS_SRC_COLOR = 0x0301
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FUNC_ADD = 0x8006
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)
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// Data Types
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// nolint: golint,megacheck
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const (
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BYTE uint32 = 0x1400
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UNSIGNED_BYTE = 0x1401
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SHORT = 0x1402
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UNSIGNED_SHORT = 0x1403
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INT = 0x1404
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UNSIGNED_INT = 0x1405
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FLOAT = 0x1406
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)
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// Texture Constants
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// nolint: golint,megacheck
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const (
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TEXTURE_2D uint32 = 0x0DE1
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TEXTURE0 = 0x84C0
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NEAREST = 0x2600
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TEXTURE_MAG_FILTER = 0x2800
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TEXTURE_MIN_FILTER = 0x2801
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UNPACK_ROW_LENGTH = 0x0CF2
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LINEAR = 0x2601
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)
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// Errors
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// nolint: golint,megacheck
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const (
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NO_ERROR uint32 = 0
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INVALID_ENUM = 0x0500
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INVALID_VALUE = 0x0501
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INVALID_OPERATION = 0x0502
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STACK_OVERFLOW = 0x0503
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STACK_UNDERFLOW = 0x0504
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OUT_OF_MEMORY = 0x0505
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INVALID_FRAMEBUFFER_OPERATION = 0x0506
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)
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// Color Types
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// nolint: golint,megacheck
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const (
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ALPHA uint32 = 0x1906
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RGBA = 0x1908
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RED = 0x1903
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RGBA8 = 0x8058
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R8 = 0x8229
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)
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