////////////////////////////////////////////////////////////
// This File contain an OpenGL calls log
// Application: qt52test
// Generation date: Saturday, December 28, 2013
// Generation time: 07:37:03
// OpenGL Context id: 2
//
// Generated by gDEBugger - OpenGL and OpenCL Debugger, Profiler and Memory Analyzer
// www.gremedy.com
////////////////////////////////////////////////////////////


glGetString(GL_VERSION)
glGetIntegerv(GL_CONTEXT_FLAGS, 0x00FAF73C)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, 0x00FAF73C)
wglMakeCurrent(0x00000000, 0x00000000)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, 0x00FAF784)
wglMakeCurrent(0x00000000, 0x00000000)
wglGetProcAddress(glCopyTexSubImage3D)
wglGetProcAddress(glTexSubImage3D)
wglGetProcAddress(glTexImage3D)
wglGetProcAddress(glDrawRangeElements)
wglGetProcAddress(glBlendEquation)
wglGetProcAddress(glBlendColor)
wglGetProcAddress(glGetCompressedTexImage)
wglGetProcAddress(glCompressedTexSubImage1D)
wglGetProcAddress(glCompressedTexSubImage2D)
wglGetProcAddress(glCompressedTexSubImage3D)
wglGetProcAddress(glCompressedTexImage1D)
wglGetProcAddress(glCompressedTexImage2D)
wglGetProcAddress(glCompressedTexImage3D)
wglGetProcAddress(glSampleCoverage)
wglGetProcAddress(glActiveTexture)
wglGetProcAddress(glPointParameteriv)
wglGetProcAddress(glPointParameteri)
wglGetProcAddress(glPointParameterfv)
wglGetProcAddress(glPointParameterf)
wglGetProcAddress(glMultiDrawElements)
wglGetProcAddress(glMultiDrawArrays)
wglGetProcAddress(glBlendFuncSeparate)
wglGetProcAddress(glGetBufferPointerv)
wglGetProcAddress(glGetBufferParameteriv)
wglGetProcAddress(glUnmapBuffer)
wglGetProcAddress(glMapBuffer)
wglGetProcAddress(glGetBufferSubData)
wglGetProcAddress(glBufferSubData)
wglGetProcAddress(glBufferData)
wglGetProcAddress(glIsBuffer)
wglGetProcAddress(glGenBuffers)
wglGetProcAddress(glDeleteBuffers)
wglGetProcAddress(glBindBuffer)
wglGetProcAddress(glGetQueryObjectuiv)
wglGetProcAddress(glGetQueryObjectiv)
wglGetProcAddress(glGetQueryiv)
wglGetProcAddress(glEndQuery)
wglGetProcAddress(glBeginQuery)
wglGetProcAddress(glIsQuery)
wglGetProcAddress(glDeleteQueries)
wglGetProcAddress(glGenQueries)
wglGetProcAddress(glVertexAttribPointer)
wglGetProcAddress(glValidateProgram)
wglGetProcAddress(glUniformMatrix4fv)
wglGetProcAddress(glUniformMatrix3fv)
wglGetProcAddress(glUniformMatrix2fv)
wglGetProcAddress(glUniform4iv)
wglGetProcAddress(glUniform3iv)
wglGetProcAddress(glUniform2iv)
wglGetProcAddress(glUniform1iv)
wglGetProcAddress(glUniform4fv)
wglGetProcAddress(glUniform3fv)
wglGetProcAddress(glUniform2fv)
wglGetProcAddress(glUniform1fv)
wglGetProcAddress(glUniform4i)
wglGetProcAddress(glUniform3i)
wglGetProcAddress(glUniform2i)
wglGetProcAddress(glUniform1i)
wglGetProcAddress(glUniform4f)
wglGetProcAddress(glUniform3f)
wglGetProcAddress(glUniform2f)
wglGetProcAddress(glUniform1f)
wglGetProcAddress(glUseProgram)
wglGetProcAddress(glShaderSource)
wglGetProcAddress(glLinkProgram)
wglGetProcAddress(glIsShader)
wglGetProcAddress(glIsProgram)
wglGetProcAddress(glGetVertexAttribPointerv)
wglGetProcAddress(glGetVertexAttribiv)
wglGetProcAddress(glGetVertexAttribfv)
wglGetProcAddress(glGetVertexAttribdv)
wglGetProcAddress(glGetUniformiv)
wglGetProcAddress(glGetUniformfv)
wglGetProcAddress(glGetUniformLocation)
wglGetProcAddress(glGetShaderSource)
wglGetProcAddress(glGetShaderInfoLog)
wglGetProcAddress(glGetShaderiv)
wglGetProcAddress(glGetProgramInfoLog)
wglGetProcAddress(glGetProgramiv)
wglGetProcAddress(glGetAttribLocation)
wglGetProcAddress(glGetAttachedShaders)
wglGetProcAddress(glGetActiveUniform)
wglGetProcAddress(glGetActiveAttrib)
wglGetProcAddress(glEnableVertexAttribArray)
wglGetProcAddress(glDisableVertexAttribArray)
wglGetProcAddress(glDetachShader)
wglGetProcAddress(glDeleteShader)
wglGetProcAddress(glDeleteProgram)
wglGetProcAddress(glCreateShader)
wglGetProcAddress(glCreateProgram)
wglGetProcAddress(glCompileShader)
wglGetProcAddress(glBindAttribLocation)
wglGetProcAddress(glAttachShader)
wglGetProcAddress(glStencilMaskSeparate)
wglGetProcAddress(glStencilFuncSeparate)
wglGetProcAddress(glStencilOpSeparate)
wglGetProcAddress(glDrawBuffers)
wglGetProcAddress(glBlendEquationSeparate)
wglGetProcAddress(glUniformMatrix4x3fv)
wglGetProcAddress(glUniformMatrix3x4fv)
wglGetProcAddress(glUniformMatrix4x2fv)
wglGetProcAddress(glUniformMatrix2x4fv)
wglGetProcAddress(glUniformMatrix3x2fv)
wglGetProcAddress(glUniformMatrix2x3fv)
wglGetProcAddress(glIsVertexArray)
wglGetProcAddress(glGenVertexArrays)
wglGetProcAddress(glDeleteVertexArrays)
wglGetProcAddress(glBindVertexArray)
wglGetProcAddress(glFlushMappedBufferRange)
wglGetProcAddress(glMapBufferRange)
wglGetProcAddress(glFramebufferTextureLayer)
wglGetProcAddress(glRenderbufferStorageMultisample)
wglGetProcAddress(glBlitFramebuffer)
wglGetProcAddress(glGenerateMipmap)
wglGetProcAddress(glGetFramebufferAttachmentParameteriv)
wglGetProcAddress(glFramebufferRenderbuffer)
wglGetProcAddress(glFramebufferTexture3D)
wglGetProcAddress(glFramebufferTexture2D)
wglGetProcAddress(glFramebufferTexture1D)
wglGetProcAddress(glCheckFramebufferStatus)
wglGetProcAddress(glGenFramebuffers)
wglGetProcAddress(glDeleteFramebuffers)
wglGetProcAddress(glBindFramebuffer)
wglGetProcAddress(glIsFramebuffer)
wglGetProcAddress(glGetRenderbufferParameteriv)
wglGetProcAddress(glRenderbufferStorage)
wglGetProcAddress(glGenRenderbuffers)
wglGetProcAddress(glDeleteRenderbuffers)
wglGetProcAddress(glBindRenderbuffer)
wglGetProcAddress(glIsRenderbuffer)
wglGetProcAddress(glGetStringi)
wglGetProcAddress(glClearBufferfi)
wglGetProcAddress(glClearBufferfv)
wglGetProcAddress(glClearBufferuiv)
wglGetProcAddress(glClearBufferiv)
wglGetProcAddress(glGetTexParameterIuiv)
wglGetProcAddress(glGetTexParameterIiv)
wglGetProcAddress(glTexParameterIuiv)
wglGetProcAddress(glTexParameterIiv)
wglGetProcAddress(glUniform4uiv)
wglGetProcAddress(glUniform3uiv)
wglGetProcAddress(glUniform2uiv)
wglGetProcAddress(glUniform1uiv)
wglGetProcAddress(glUniform4ui)
wglGetProcAddress(glUniform3ui)
wglGetProcAddress(glUniform2ui)
wglGetProcAddress(glUniform1ui)
wglGetProcAddress(glGetFragDataLocation)
wglGetProcAddress(glBindFragDataLocation)
wglGetProcAddress(glGetUniformuiv)
wglGetProcAddress(glGetVertexAttribIuiv)
wglGetProcAddress(glGetVertexAttribIiv)
wglGetProcAddress(glVertexAttribIPointer)
wglGetProcAddress(glEndConditionalRender)
wglGetProcAddress(glBeginConditionalRender)
wglGetProcAddress(glClampColor)
wglGetProcAddress(glGetTransformFeedbackVarying)
wglGetProcAddress(glTransformFeedbackVaryings)
wglGetProcAddress(glBindBufferBase)
wglGetProcAddress(glBindBufferRange)
wglGetProcAddress(glEndTransformFeedback)
wglGetProcAddress(glBeginTransformFeedback)
wglGetProcAddress(glIsEnabledi)
wglGetProcAddress(glDisablei)
wglGetProcAddress(glEnablei)
wglGetProcAddress(glGetIntegeri_v)
wglGetProcAddress(glGetBooleani_v)
wglGetProcAddress(glColorMaski)
wglGetProcAddress(glCopyBufferSubData)
wglGetProcAddress(glUniformBlockBinding)
wglGetProcAddress(glGetActiveUniformBlockName)
wglGetProcAddress(glGetActiveUniformBlockiv)
wglGetProcAddress(glGetUniformBlockIndex)
wglGetProcAddress(glGetActiveUniformName)
wglGetProcAddress(glGetActiveUniformsiv)
wglGetProcAddress(glGetUniformIndices)
wglGetProcAddress(glPrimitiveRestartIndex)
wglGetProcAddress(glTexBuffer)
wglGetProcAddress(glDrawElementsInstanced)
wglGetProcAddress(glDrawArraysInstanced)
wglGetProcAddress(glSampleMaski)
wglGetProcAddress(glGetMultisamplefv)
wglGetProcAddress(glTexImage3DMultisample)
wglGetProcAddress(glTexImage2DMultisample)
wglGetProcAddress(glGetSynciv)
wglGetProcAddress(glGetInteger64v)
wglGetProcAddress(glWaitSync)
wglGetProcAddress(glClientWaitSync)
wglGetProcAddress(glDeleteSync)
wglGetProcAddress(glIsSync)
wglGetProcAddress(glFenceSync)
wglGetProcAddress(glProvokingVertex)
wglGetProcAddress(glMultiDrawElementsBaseVertex)
wglGetProcAddress(glDrawElementsInstancedBaseVertex)
wglGetProcAddress(glDrawRangeElementsBaseVertex)
wglGetProcAddress(glDrawElementsBaseVertex)
wglGetProcAddress(glFramebufferTexture)
wglGetProcAddress(glGetBufferParameteri64v)
wglGetProcAddress(glGetInteger64i_v)
glGenVertexArrays(1, 0x07F9BDB8)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, 0x07F9E108)
glBindVertexArray(1)
glGetIntegerv(GL_UNPACK_ALIGNMENT, 0x00FAD254)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glGetError()
glGenTextures(1, {0})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: No preview available]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) [Context 2 - Texture 1: No preview available]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) [Context 2 - Texture 1: No preview available]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) [Context 2 - Texture 1: No preview available]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) [Context 2 - Texture 1: No preview available]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) [Context 2 - Texture 1: No preview available]
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 277, 64, 0, GL_RED, GL_UNSIGNED_BYTE, 0x00000000) [Context 2 - Texture 1: No preview available]
glGetError()
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glGetString(GL_RENDERER)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 49, 64, GL_RED, GL_UNSIGNED_BYTE, 0x08060FE8) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 49, 0, 61, 64, GL_RED, GL_UNSIGNED_BYTE, 0x08061C40) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 110, 0, 36, 64, GL_RED, GL_UNSIGNED_BYTE, 0x08062B98) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 146, 0, 23, 64, GL_RED, GL_UNSIGNED_BYTE, 0x07FA2388) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 169, 0, 37, 64, GL_RED, GL_UNSIGNED_BYTE, 0x080634B0) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 206, 0, 40, 64, GL_RED, GL_UNSIGNED_BYTE, 0x08063E08) [Context 2 - Texture 1: Context 2 - Texture 1]
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexSubImage2D(GL_TEXTURE_2D, 0, 246, 0, 31, 64, GL_RED, GL_UNSIGNED_BYTE, 0x080694C0) [Context 2 - Texture 1: Context 2 - Texture 1]
glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
wglGetProcAddress(glBindFramebuffer)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
wglGetProcAddress(glGenBuffers)
glGenBuffers(1, 0x07FA6A28)
wglGetProcAddress(glBindBuffer)
glBindBuffer(GL_ARRAY_BUFFER, 1)
wglGetProcAddress(glBufferData)
glBufferData(GL_ARRAY_BUFFER, 76, 0x07FA6AA0, GL_STATIC_DRAW)
glGenBuffers(1, 0x07FA6A70)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
wglGetProcAddress(glVertexAttribP4uiv)
wglGetProcAddress(glVertexAttribP4ui)
wglGetProcAddress(glVertexAttribP3uiv)
wglGetProcAddress(glVertexAttribP3ui)
wglGetProcAddress(glVertexAttribP2uiv)
wglGetProcAddress(glVertexAttribP2ui)
wglGetProcAddress(glVertexAttribP1uiv)
wglGetProcAddress(glVertexAttribP1ui)
wglGetProcAddress(glSecondaryColorP3uiv)
wglGetProcAddress(glSecondaryColorP3ui)
wglGetProcAddress(glColorP4uiv)
wglGetProcAddress(glColorP4ui)
wglGetProcAddress(glColorP3uiv)
wglGetProcAddress(glColorP3ui)
wglGetProcAddress(glNormalP3uiv)
wglGetProcAddress(glNormalP3ui)
wglGetProcAddress(glMultiTexCoordP4uiv)
wglGetProcAddress(glMultiTexCoordP4ui)
wglGetProcAddress(glMultiTexCoordP3uiv)
wglGetProcAddress(glMultiTexCoordP3ui)
wglGetProcAddress(glMultiTexCoordP2uiv)
wglGetProcAddress(glMultiTexCoordP2ui)
wglGetProcAddress(glMultiTexCoordP1uiv)
wglGetProcAddress(glMultiTexCoordP1ui)
wglGetProcAddress(glTexCoordP4uiv)
wglGetProcAddress(glTexCoordP4ui)
wglGetProcAddress(glTexCoordP3uiv)
wglGetProcAddress(glTexCoordP3ui)
wglGetProcAddress(glTexCoordP2uiv)
wglGetProcAddress(glTexCoordP2ui)
wglGetProcAddress(glTexCoordP1uiv)
wglGetProcAddress(glTexCoordP1ui)
wglGetProcAddress(glVertexP4uiv)
wglGetProcAddress(glVertexP4ui)
wglGetProcAddress(glVertexP3uiv)
wglGetProcAddress(glVertexP3ui)
wglGetProcAddress(glVertexP2uiv)
wglGetProcAddress(glVertexP2ui)
wglGetProcAddress(glGetQueryObjectui64v)
wglGetProcAddress(glGetQueryObjecti64v)
wglGetProcAddress(glQueryCounter)
wglGetProcAddress(glGetSamplerParameterIuiv)
wglGetProcAddress(glGetSamplerParameterfv)
wglGetProcAddress(glGetSamplerParameterIiv)
wglGetProcAddress(glGetSamplerParameteriv)
wglGetProcAddress(glSamplerParameterIuiv)
wglGetProcAddress(glSamplerParameterIiv)
wglGetProcAddress(glSamplerParameterfv)
wglGetProcAddress(glSamplerParameterf)
wglGetProcAddress(glSamplerParameteriv)
wglGetProcAddress(glSamplerParameteri)
wglGetProcAddress(glBindSampler)
wglGetProcAddress(glIsSampler)
wglGetProcAddress(glDeleteSamplers)
wglGetProcAddress(glGenSamplers)
wglGetProcAddress(glGetFragDataIndex)
wglGetProcAddress(glBindFragDataLocationIndexed)
wglGetProcAddress(glVertexAttribDivisor)
wglGetProcAddress(glGetQueryIndexediv)
wglGetProcAddress(glEndQueryIndexed)
wglGetProcAddress(glBeginQueryIndexed)
wglGetProcAddress(glDrawTransformFeedbackStream)
wglGetProcAddress(glDrawTransformFeedback)
wglGetProcAddress(glResumeTransformFeedback)
wglGetProcAddress(glPauseTransformFeedback)
wglGetProcAddress(glIsTransformFeedback)
wglGetProcAddress(glGenTransformFeedbacks)
wglGetProcAddress(glDeleteTransformFeedbacks)
wglGetProcAddress(glBindTransformFeedback)
wglGetProcAddress(glPatchParameterfv)
wglGetProcAddress(glPatchParameteri)
wglGetProcAddress(glGetProgramStageiv)
wglGetProcAddress(glGetUniformSubroutineuiv)
wglGetProcAddress(glUniformSubroutinesuiv)
wglGetProcAddress(glGetActiveSubroutineName)
wglGetProcAddress(glGetActiveSubroutineUniformName)
wglGetProcAddress(glGetActiveSubroutineUniformiv)
wglGetProcAddress(glGetSubroutineIndex)
wglGetProcAddress(glGetSubroutineUniformLocation)
wglGetProcAddress(glGetUniformdv)
wglGetProcAddress(glUniformMatrix4x3dv)
wglGetProcAddress(glUniformMatrix4x2dv)
wglGetProcAddress(glUniformMatrix3x4dv)
wglGetProcAddress(glUniformMatrix3x2dv)
wglGetProcAddress(glUniformMatrix2x4dv)
wglGetProcAddress(glUniformMatrix2x3dv)
wglGetProcAddress(glUniformMatrix4dv)
wglGetProcAddress(glUniformMatrix3dv)
wglGetProcAddress(glUniformMatrix2dv)
wglGetProcAddress(glUniform4dv)
wglGetProcAddress(glUniform3dv)
wglGetProcAddress(glUniform2dv)
wglGetProcAddress(glUniform1dv)
wglGetProcAddress(glUniform4d)
wglGetProcAddress(glUniform3d)
wglGetProcAddress(glUniform2d)
wglGetProcAddress(glUniform1d)
wglGetProcAddress(glDrawElementsIndirect)
wglGetProcAddress(glDrawArraysIndirect)
wglGetProcAddress(glBlendFuncSeparatei)
wglGetProcAddress(glBlendFunci)
wglGetProcAddress(glBlendEquationSeparatei)
wglGetProcAddress(glBlendEquationi)
wglGetProcAddress(glMinSampleShading)
wglGetProcAddress(glCreateProgram)
glCreateProgram() [Context 2 - program 1]
wglGetProcAddress(glCreateShader)
glCreateShader(GL_VERTEX_SHADER) [Context 2 - Shader 2: source code is not available]
wglGetProcAddress(glShaderSource)
glShaderSource(2, 3, 0x00FAD148, 0x00FAD168) [Context 2 - shader 2]
wglGetProcAddress(glCompileShader)
glCompileShader(2) [Context 2 - shader 2]
wglGetProcAddress(glGetShaderiv)
glGetShaderiv(2, GL_COMPILE_STATUS, 0x00FAD0E8) [Context 2 - shader 2]
wglGetProcAddress(glAttachShader)
glAttachShader(1, 2) [Context 2 - program 1][Context 2 - shader 2]
glCreateShader(GL_FRAGMENT_SHADER) [Context 2 - Shader 3: source code is not available]
glShaderSource(3, 3, 0x00FAD158, 0x00FAD178) [Context 2 - shader 3]
glCompileShader(3) [Context 2 - shader 3]
glGetShaderiv(3, GL_COMPILE_STATUS, 0x00FAD0F8) [Context 2 - shader 3]
glAttachShader(1, 3) [Context 2 - program 1: shader 2][Context 2 - shader 3]
wglGetProcAddress(glBindAttribLocation)
glBindAttribLocation(1, 0, vertexCoord) [Context 2 - program 1: shader 2, shader 3]
glBindAttribLocation(1, 1, vertexColor) [Context 2 - program 1: shader 2, shader 3]
glBindAttribLocation(1, 2, _qt_order) [Context 2 - program 1: shader 2, shader 3]
wglGetProcAddress(glLinkProgram)
glLinkProgram(1) [Context 2 - program 1: shader 2, shader 3]
wglGetProcAddress(glGetProgramiv)
glGetProgramiv(1, GL_LINK_STATUS, 0x00FAD190) [Context 2 - program 1: shader 2, shader 3]
glGetProgramiv(1, GL_INFO_LOG_LENGTH, 0x00FAD190) [Context 2 - program 1: shader 2, shader 3]
wglGetProcAddress(glGetUniformLocation)
glGetUniformLocation(1, matrix) [Context 2 - program 1: shader 2, shader 3]
glGetUniformLocation(1, opacity) [Context 2 - program 1: shader 2, shader 3]
glGetUniformLocation(1, _qt_zRange) [Context 2 - program 1: shader 2, shader 3]
wglGetProcAddress(glEnableVertexAttribArray)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
wglGetProcAddress(glUseProgram)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
wglGetProcAddress(glUniform1fv)
glUniform1fv(2, 1, {1})
wglGetProcAddress(glUniformMatrix4fv)
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
wglGetProcAddress(glVertexAttribPointer)
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glCreateProgram() [Context 2 - program 4]
glCreateShader(GL_VERTEX_SHADER) [Context 2 - Shader 5: source code is not available]
glShaderSource(5, 3, 0x00FAD148, 0x00FAD168) [Context 2 - shader 5]
glCompileShader(5) [Context 2 - shader 5]
glGetShaderiv(5, GL_COMPILE_STATUS, 0x00FAD0E8) [Context 2 - shader 5]
glAttachShader(4, 5) [Context 2 - program 4][Context 2 - shader 5]
glCreateShader(GL_FRAGMENT_SHADER) [Context 2 - Shader 6: source code is not available]
glShaderSource(6, 3, 0x00FAD158, 0x00FAD178) [Context 2 - shader 6]
glCompileShader(6) [Context 2 - shader 6]
glGetShaderiv(6, GL_COMPILE_STATUS, 0x00FAD0F8) [Context 2 - shader 6]
glAttachShader(4, 6) [Context 2 - program 4: shader 5][Context 2 - shader 6]
glBindAttribLocation(4, 0, vCoord) [Context 2 - program 4: shader 5, shader 6]
glBindAttribLocation(4, 1, tCoord) [Context 2 - program 4: shader 5, shader 6]
glBindAttribLocation(4, 2, _qt_order) [Context 2 - program 4: shader 5, shader 6]
glLinkProgram(4) [Context 2 - program 4: shader 5, shader 6]
glGetProgramiv(4, GL_LINK_STATUS, 0x00FAD190) [Context 2 - program 4: shader 5, shader 6]
glGetProgramiv(4, GL_INFO_LOG_LENGTH, 0x00FAD190) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, matrix) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, textureScale) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, color) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, alphaMin) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, alphaMax) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, fontScale) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, vecDelta) [Context 2 - program 4: shader 5, shader 6]
glGetUniformLocation(4, _qt_zRange) [Context 2 - program 4: shader 5, shader 6]
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
wglGetProcAddress(glBlendColor)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
wglGetProcAddress(glUniform4fv)
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 1})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glUniform1fv(3, 1, {0.39875001})
glUniform1fv(2, 1, {0.60124999})
wglGetProcAddress(glUniform2fv)
glUniform2fv(7, 1, {0.0036101083, 0.015625})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) [Context 2 - Texture 1: Context 2 - Texture 1]
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
wglGetProcAddress(glDisableVertexAttribArray)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBufferData(GL_ARRAY_BUFFER, 76, 0x0809E350, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.99900001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.98900002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.977})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.96100003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.94400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.92699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.91100001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.89399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.87699997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.861})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.84399998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.82700002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.81099999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.79400003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.77700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.75999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.74399996})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.727})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.71000004})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.69400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.67699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.65999997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.64399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.62699997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.61000001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.59399998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.57700002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.56})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.53900003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.52700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.50999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.49400002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.477})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.45999998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.44400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.42699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.41000003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.39399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.37699997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.36000001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.34299999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.32700002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.31})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.29299998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.27700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.25999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.24299997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.227})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.20999998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.19300002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.17699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.16000003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.14300001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.12699997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.11000001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.092000008})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.077000022})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.060000002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.042999983})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.02700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.0099999905})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.0070000002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.023})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.039999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.057})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.074000001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.090000004})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.107})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.124})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.14})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.15700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.17399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.19})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.207})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.22400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.23999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.257})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.27399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.28999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.30700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.324})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.34})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.35699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.37400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.38999999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.40700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.42399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.44100001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.45699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.47400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.491})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.50700003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.52399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.54100001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.55699998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.574})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.59100002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.60699999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.62400001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.64099997})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.65700001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.67400002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.69099998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.70700002})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.72399998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.741})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.75700003})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.77399999})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.79100001})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetCurrentContext()
wglGetCurrentDC()
glBindVertexArray(1)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 920, 0x07FA10C8, GL_STATIC_DRAW)
glViewport(0, 0, 360, 360)
glClearColor(1, 1, 1, 1)
glClearDepth(1)
glDisable(GL_CULL_FACE)
glDisable(GL_BLEND)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDepthMask(TRUE)
glColorMask(TRUE, TRUE, TRUE, TRUE)
glDisable(GL_SCISSOR_TEST)
glDisable(GL_STENCIL_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 2)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glUseProgram(1) [Context 2 - program 1: shader 2, shader 3]
glUniformMatrix4fv(1, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 12, 0x00000000)
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, TRUE, 12, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000030)
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, 0x00000040)
glEnable(GL_BLEND)
glDepthMask(FALSE)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 1)
glUseProgram(4) [Context 2 - program 4: shader 5, shader 6]
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR)
glBlendColor(0, 0, 0, 1)
glUniform1fv(5, 1, {0.5925926})
glUniform4fv(8, 1, {1, 0, 0, 0})
glUniform4fv(4, 1, {0, 0, 0, 0.80699998})
glUniformMatrix4fv(6, 1, FALSE, {0.0055555557, 0, 0, 0} {0, -0.0055555557, 0, 0} {0, 0, 1, 0} {-1, 1, 0, 1})
glBindTexture(GL_TEXTURE_2D, 1) [Context 2 - Texture 1: Context 2 - Texture 1]
glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, 16, 0x00000000)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 16, 0x00000008)
glVertexAttribPointer(2, 1, GL_FLOAT, FALSE, 0, 0x00000280)
glDrawElements(GL_TRIANGLES, 60, GL_UNSIGNED_SHORT, 0x00000320)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glBlendFunc(1, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_STENCIL_TEST)
glDisable(GL_SCISSOR_TEST)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glDisable(GL_SCISSOR_TEST)
wglSwapBuffers(0x3D01926F)
wglGetProcAddress(glDeleteBuffers)
glDeleteBuffers(1, 0x07FA6A70)
glDeleteBuffers(1, 0x07FA6A28)
glDeleteVertexArrays(1, 0x07F9BDB8)
glDeleteTextures(1, {1}) [Context 2 - Texture 1: Context 2 - Texture 1]
wglGetProcAddress(glDeleteShader)
glDeleteShader(5) [Context 2 - shader 5]
glDeleteShader(6) [Context 2 - shader 6]
wglGetProcAddress(glDeleteProgram)
glDeleteProgram(4) [Context 2 - program 4: shader 5, shader 6]
glDeleteShader(2) [Context 2 - shader 2]
glDeleteShader(3) [Context 2 - shader 3]
glDeleteProgram(1) [Context 2 - program 1: shader 2, shader 3]
wglMakeCurrent(0x00000000, 0x00000000)


The render context was deleted