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Ignore ^GL_ES_VERSION_2_0
Ignore ^GL_DEPTH_BUFFER_BIT
Ignore ^GL_STENCIL_BUFFER_BIT
Ignore ^GL_COLOR_BUFFER_BIT
Ignore ^GL_FALSE
Ignore ^GL_FIXED
Ignore ^GL_TRUE
Ignore ^GL_POINTS
Ignore ^GL_LINES
Ignore ^GL_LINE_LOOP
Ignore ^GL_LINE_STRIP
Ignore ^GL_TRIANGLES
Ignore ^GL_TRIANGLE_STRIP
Ignore ^GL_TRIANGLE_FAN
Ignore ^GL_ZERO
Ignore ^GL_ONE
Ignore ^GL_SRC_COLOR
Ignore ^GL_ONE_MINUS_SRC_COLOR
Ignore ^GL_SRC_ALPHA
Ignore ^GL_ONE_MINUS_SRC_ALPHA
Ignore ^GL_DST_ALPHA
Ignore ^GL_ONE_MINUS_DST_ALPHA
Ignore ^GL_DST_COLOR
Ignore ^GL_ONE_MINUS_DST_COLOR
Ignore ^GL_SRC_ALPHA_SATURATE
Ignore ^GL_FUNC_ADD
Ignore ^GL_BLEND_EQUATION
Ignore ^GL_BLEND_EQUATION_RGB
Ignore ^GL_BLEND_EQUATION_ALPHA
Ignore ^GL_FUNC_SUBTRACT
Ignore ^GL_FUNC_REVERSE_SUBTRACT
Ignore ^GL_BLEND_DST_RGB
Ignore ^GL_BLEND_SRC_RGB
Ignore ^GL_BLEND_DST_ALPHA
Ignore ^GL_BLEND_SRC_ALPHA
Ignore ^GL_CONSTANT_COLOR
Ignore ^GL_ONE_MINUS_CONSTANT_COLOR
Ignore ^GL_CONSTANT_ALPHA
Ignore ^GL_ONE_MINUS_CONSTANT_ALPHA
Ignore ^GL_BLEND_COLOR
Ignore ^GL_ARRAY_BUFFER
Ignore ^GL_ELEMENT_ARRAY_BUFFER
Ignore ^GL_ARRAY_BUFFER_BINDING
Ignore ^GL_ELEMENT_ARRAY_BUFFER_BINDING
Ignore ^GL_STREAM_DRAW
Ignore ^GL_STATIC_DRAW
Ignore ^GL_DYNAMIC_DRAW
Ignore ^GL_BUFFER_SIZE
Ignore ^GL_BUFFER_USAGE
Ignore ^GL_CURRENT_VERTEX_ATTRIB
Ignore ^GL_FRONT
Ignore ^GL_BACK
Ignore ^GL_FRONT_AND_BACK
Ignore ^GL_TEXTURE_2D
Ignore ^GL_CULL_FACE
Ignore ^GL_BLEND
Ignore ^GL_DITHER
Ignore ^GL_STENCIL_TEST
Ignore ^GL_DEPTH_TEST
Ignore ^GL_SCISSOR_TEST
Ignore ^GL_POLYGON_OFFSET_FILL
Ignore ^GL_SAMPLE_ALPHA_TO_COVERAGE
Ignore ^GL_SAMPLE_COVERAGE
Ignore ^GL_NO_ERROR
Ignore ^GL_INVALID_ENUM
Ignore ^GL_INVALID_VALUE
Ignore ^GL_INVALID_OPERATION
Ignore ^GL_OUT_OF_MEMORY
Ignore ^GL_CW
Ignore ^GL_CCW
Ignore ^GL_LINE_WIDTH
Ignore ^GL_ALIASED_POINT_SIZE_RANGE
Ignore ^GL_ALIASED_LINE_WIDTH_RANGE
Ignore ^GL_CULL_FACE_MODE
Ignore ^GL_FRONT_FACE
Ignore ^GL_DEPTH_RANGE
Ignore ^GL_DEPTH_WRITEMASK
Ignore ^GL_DEPTH_CLEAR_VALUE
Ignore ^GL_DEPTH_FUNC
Ignore ^GL_STENCIL_CLEAR_VALUE
Ignore ^GL_STENCIL_FUNC
Ignore ^GL_STENCIL_FAIL
Ignore ^GL_STENCIL_PASS_DEPTH_FAIL
Ignore ^GL_STENCIL_PASS_DEPTH_PASS
Ignore ^GL_STENCIL_REF
Ignore ^GL_STENCIL_VALUE_MASK
Ignore ^GL_STENCIL_WRITEMASK
Ignore ^GL_STENCIL_BACK_FUNC
Ignore ^GL_STENCIL_BACK_FAIL
Ignore ^GL_STENCIL_BACK_PASS_DEPTH_FAIL
Ignore ^GL_STENCIL_BACK_PASS_DEPTH_PASS
Ignore ^GL_STENCIL_BACK_REF
Ignore ^GL_STENCIL_BACK_VALUE_MASK
Ignore ^GL_STENCIL_BACK_WRITEMASK
Ignore ^GL_VIEWPORT
Ignore ^GL_SCISSOR_BOX
Ignore ^GL_COLOR_CLEAR_VALUE
Ignore ^GL_COLOR_WRITEMASK
Ignore ^GL_UNPACK_ALIGNMENT
Ignore ^GL_PACK_ALIGNMENT
Ignore ^GL_MAX_TEXTURE_SIZE
Ignore ^GL_MAX_VIEWPORT_DIMS
Ignore ^GL_SUBPIXEL_BITS
Ignore ^GL_RED_BITS
Ignore ^GL_GREEN_BITS
Ignore ^GL_BLUE_BITS
Ignore ^GL_ALPHA_BITS
Ignore ^GL_DEPTH_BITS
Ignore ^GL_STENCIL_BITS
Ignore ^GL_POLYGON_OFFSET_UNITS
Ignore ^GL_POLYGON_OFFSET_FACTOR
Ignore ^GL_TEXTURE_BINDING_2D
Ignore ^GL_SAMPLE_BUFFERS
Ignore ^GL_SAMPLES
Ignore ^GL_SAMPLE_COVERAGE_VALUE
Ignore ^GL_SAMPLE_COVERAGE_INVERT
Ignore ^GL_NUM_COMPRESSED_TEXTURE_FORMATS
Ignore ^GL_COMPRESSED_TEXTURE_FORMATS
Ignore ^GL_DONT_CARE
Ignore ^GL_FASTEST
Ignore ^GL_NICEST
Ignore ^GL_GENERATE_MIPMAP_HINT
Ignore ^GL_FRAGMENT_SHADER_DERIVATIVE_HINT
Ignore ^GL_BYTE
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Ignore ^GL_INT
Ignore ^GL_UNSIGNED_INT
Ignore ^GL_FLOAT
Ignore ^GL_DEPTH_COMPONENT
Ignore ^GL_ALPHA
Ignore ^GL_RGB
Ignore ^GL_RGBA
Ignore ^GL_LUMINANCE
Ignore ^GL_LUMINANCE_ALPHA
Ignore ^GL_UNSIGNED_SHORT_4_4_4_4
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Ignore ^GL_UNSIGNED_SHORT_5_6_5
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Ignore ^GL_MAX_VERTEX_UNIFORM_VECTORS
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Ignore ^GL_MAX_FRAGMENT_UNIFORM_VECTORS
Ignore ^GL_SHADER_TYPE
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Ignore ^GL_REPEAT
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Ignore ^GL_MIRRORED_REPEAT
Ignore ^GL_FLOAT_VEC2
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Ignore ^GL_BOOL
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Ignore ^GL_FLOAT_MAT2
Ignore ^GL_FLOAT_MAT3
Ignore ^GL_FLOAT_MAT4
Ignore ^GL_SAMPLER_2D
Ignore ^GL_SAMPLER_CUBE
Ignore ^GL_VERTEX_ATTRIB_ARRAY_ENABLED
Ignore ^GL_VERTEX_ATTRIB_ARRAY_SIZE
Ignore ^GL_VERTEX_ATTRIB_ARRAY_STRIDE
Ignore ^GL_VERTEX_ATTRIB_ARRAY_TYPE
Ignore ^GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
Ignore ^GL_VERTEX_ATTRIB_ARRAY_POINTER
Ignore ^GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
Ignore ^GL_IMPLEMENTATION_COLOR_READ_TYPE
Ignore ^GL_IMPLEMENTATION_COLOR_READ_FORMAT
Ignore ^GL_COMPILE_STATUS
Ignore ^GL_INFO_LOG_LENGTH
Ignore ^GL_SHADER_SOURCE_LENGTH
Ignore ^GL_SHADER_COMPILER
Ignore ^GL_PLATFORM_BINARY
Ignore ^GL_SHADER_BINARY_FORMATS
Ignore ^GL_NUM_SHADER_BINARY_FORMATS
Ignore ^GL_LOW_FLOAT
Ignore ^GL_MEDIUM_FLOAT
Ignore ^GL_HIGH_FLOAT
Ignore ^GL_LOW_INT
Ignore ^GL_MEDIUM_INT
Ignore ^GL_HIGH_INT
Ignore ^GL_STENCIL_INDEX
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
Ignore ^GL_COLOR_ATTACHMENT0
Ignore ^GL_DEPTH_ATTACHMENT
Ignore ^GL_STENCIL_ATTACHMENT
Ignore ^GL_NVIDIA_PLATFORM_BINARY_NV
Ignore ^GL_OES_EGL_image
Ignore ^GL_TEXTURE_2D_OES
Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES
Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES
Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES
Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES
Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES
Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES
Ignore ^GL_TEXTURE_RECTANGLE_NV_OES
Ignore ^GL_OES_texture_half_float
Ignore ^GL_HALF_FLOAT_OES
Ignore ^GL_BUFFER_MAPPED_OES
Ignore ^GL_BUFFER_MAP_POINTER_OES
Ignore ^GL_RGB8_OES
Ignore ^GL_RGBA8_OES
Ignore ^GL_OES_mapbuffer
Ignore ^GL_OES_rgb8_rgba8
Ignore ^GL_R11F_G11F_B10F_EXT
Ignore ^GL_UNSIGNED_INT_10F_11F_11F_REV_EXT
Ignore ^GL_RGBA_SIGNED_COMPONENTS_EXT
Ignore ^GL_TEXTURE_2D_ARRAY_EXT
Ignore ^GL_SAMPLER_2D_ARRAY_EXT
Ignore ^GL_TEXTURE_BINDING_2D_ARRAY_EXT
Ignore ^GL_MAX_ARRAY_TEXTURE_LAYERS_EXT
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT
Ignore ^GL_COMPRESSED_RGB_S3TC_DXT1_EXT
Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
Ignore ^GL_TEXTURE_MAX_ANISOTROPY_EXT
Ignore ^GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
Ignore ^GL_TEXTURE_MAX_LEVEL_NV
Ignore ^GL_COVERAGE_COMPONENT_NV
Ignore ^GL_COVERAGE_COMPONENT4_NV
Ignore ^GL_COVERAGE_ATTACHMENT_NV
Ignore ^GL_COVERAGE_BUFFER_BIT_NV
Ignore ^GL_COVERAGE_BUFFERS_NV
Ignore ^GL_COVERAGE_SAMPLES_NV
Ignore ^GL_COVERAGE_ALL_FRAGMENTS_NV
Ignore ^GL_COVERAGE_EDGE_FRAGMENTS_NV
Ignore ^GL_COVERAGE_AUTOMATIC_NV
Ignore ^GL_FRAMEBUFFER_ATTACHABLE_NV
Ignore ^GL_VERTEX_ATTRIB_ARRAY_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_SIZE_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_TYPE_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_NORMALIZED_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_OFFSET_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_WIDTH_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_STRIDE_NV
Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_HEIGHT_NV
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