Add texture swizzle parameters.
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@ -30,6 +30,7 @@ namespace Quik.OpenGL
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private static GLEnum1Proc _depthFunc;
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private static GLEnum1Proc _clear;
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private static GLI4Proc _viewport;
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private static GLI4Proc _scissor;
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private static GLF4Proc _clearColor;
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private static DrawElementsProc _drawElements;
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private static DrawArraysProc _drawArrays;
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@ -54,6 +55,7 @@ namespace Quik.OpenGL
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_depthFunc = GetProcAddress<GLEnum1Proc>("glDepthFunc");
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_clear = GetProcAddress<GLEnum1Proc>("glClear");
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_viewport = GetProcAddress<GLI4Proc>("glViewport");
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_scissor = GetProcAddress<GLI4Proc>("glScissor");
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_clearColor = GetProcAddress<GLF4Proc>("glClearColor");
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_drawElements = GetProcAddress<DrawElementsProc>("glDrawElements");
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_drawArrays = GetProcAddress<DrawArraysProc>("glDrawArrays");
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@ -82,6 +84,8 @@ namespace Quik.OpenGL
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[MethodImpl(AggressiveInlining)]
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public static void Viewport(int x, int y, int w, int h) => _viewport(x, y, w, h);
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[MethodImpl(AggressiveInlining)]
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public static void Scissor(int x, int y, int w, int h) => _scissor(x, y, w, h);
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[MethodImpl(AggressiveInlining)]
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public static void ClearColor(float r, float g, float b, float a) => _clearColor(r, g, b, a);
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[MethodImpl(AggressiveInlining)]
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@ -5,6 +5,8 @@ namespace Quik.OpenGL
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GL_OK = 0,
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GL_TRUE = 1,
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GL_FALSE = 0,
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GL_ONE = 1,
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GL_ZERO = 0,
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GL_MAJOR_VERSION = 0x821B,
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GL_MINOR_VERSION = 0x821C,
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GL_VENDOR = 0x1F00,
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@ -35,6 +37,8 @@ namespace Quik.OpenGL
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GL_FLOAT = 0x1406,
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GL_RED = 0x1903,
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GL_GREEN = 0x1904,
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GL_BLUE = 0x1905,
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GL_ALPHA = 0x1906,
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GL_RGB = 0x1907,
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GL_RGBA = 0x1908,
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@ -75,5 +79,11 @@ namespace Quik.OpenGL
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GL_REPEAT = 0x2901,
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GL_TRIANGLES = 0x0004,
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GL_SCISSOR_TEST = 0x0C11,
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GL_TEXTURE_SWIZZLE_R = 0x8E42,
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GL_TEXTURE_SWIZZLE_G = 0x8E43,
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GL_TEXTURE_SWIZZLE_B = 0x8E44,
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GL_TEXTURE_SWIZZLE_A = 0x8E45
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}
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}
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