OpenGL案例理解MVP矩阵(Model View Projection)

MVP变换是图形学的基础,也是理解的难点。理论解释看了很多遍,每次都似懂非懂结果下次用到又忘了……这次在学习OpenGL的过程中看到了官方案例,能很直观地帮助我们理解MVP矩阵。LearnOpenGL真的是学习OpenGL的保姆级教材,强推!!!

本文用到的案例来源于《LearnOpenGL》坐标系统一章中所给出的最后一个案例

案例来源:坐标系统 – LearnOpenGL

a77c40226ae84467918bb0c73620cbad.png

 案例源代码及配置方式详见本文末尾。

MVP变换

 在图形渲染管线中,MVP变换发生在顶点着色器(vertex shader)中。在OpenGL中,对应于顶点着色器代码文件中的这样一段内容:

#version 330 core
layout (location = 0) in vec3 aPos;
...
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    // Model-View-Projection变换
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    ...
}

其中,aPos是一个从外部输入的三维坐标,它被齐次化为(x,y,z,1)的形式。model、view、projection是三个4×4的矩阵,其值也来自于外部输入。顶点着色器最终将经过MVP变换的顶点坐标赋值给OpenGL中预定义的gl_Position,即完成了MVP变换。

我们想要了解的是aPos、model、view、projection分别代表什么,接下来将结合案例代码讲解。

aPos数组:物体的顶点坐标

在案例的main.cpp中可以找到一个名叫vertices的float数组,这就是顶点着色器中aPos所对应的值。

    //每行只看前三个数即可,后两个数对应纹理坐标,与MVP变换无关
    float vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };

其中每一行的前三个数对应了一个顶点的(x,y,z)坐标。你可能会问,一个正方体不是只有8个顶点吗,为什么这里有36行?这是因为,OpenGL以三角形的方式绘制物体。1个正方体由6个正方形面构成,1个正方形由2个三角形构成,1个三角形又有3个顶点,所以共需要定义6x2x3=36个顶点。

不用在意这些细节,总之我们可以发现,这个数组定义了从(-0.5,-0.5,-0.5) ~ (0.5,0.5,0.5)的正方体的顶点,如下图所示。

d4308545125f4168bc134d6b4df7fae4.png

model矩阵:确定物体间的相对位置

在案例的main.cpp中,有这样一段代码:

    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    };
// ....

        for (unsigned int i = 0; i < 10; i++)
        {
            // 为每个正方体计算model矩阵
            // 初始化model矩阵为4x4的单位阵
            glm::mat4 model = glm::mat4(1.0f);
            // 平移cobePositions[i]
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            // 绕轴(1,0.3,0.5)逆时针旋转20*i度
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            //把计算好的model矩阵赋值给vertex shader中定义的model变量
            ourShader.setMat4("model", model);
            //绘制图形
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

可以将model矩阵理解为对平移、旋转、放缩操作的集合。比如,对cube[1],先平移(2,5,-15)再绕轴旋转20度;对cube[2],先平移(-1.5,-2.2,-2.5)再绕轴旋转40度……在这个for循环中(循环10次是因为案例中要产生10个正方体)通过对每个正方体计算model矩阵,我们确定了这10个正方体间的相对位置。

可以对cubePositions数组或者rotate函数中的角度与旋转轴进行修改,帮助理解model矩阵的作用。比如,我将rotate函数中的旋转轴改为(0,0,1),得到了这样的效果:

1863263590794eab9c0766d521948b85.png

 view矩阵:确定物体与“相机”的相对位置

 之所以给相机打引号,是因为OpenGL中其实不存在专门的相机。gl_Position = projection * view * model * aPos这个式子也说明,mvp矩阵的作用对象其实都是物体的顶点,所谓相机只是一个为了便于理解而产生的概念,而view矩阵的目的就是确定物体与相机的相对位置。注意,此处的物体指的是全部的物体形成的集合,也就是案例中的十个正方体形成的组,而不是某个单一物体。

在main.cpp中,有这样一段代码:

        // 初始化view矩阵为4x4的单位阵
        glm::mat4 view          = glm::mat4(1.0f); 
        view       = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        // 把计算好的view矩阵赋值给vertex shader中的view变量
        ourShader.setMat4("view", view);

此处设置的view矩阵非常简单,它仅仅告诉我们物体位于相对相机(0,0,-3)的位置上。如果将其view改为glm::translate(view, glm::vec3(0.0f, 0.0f, -5.0f));,可以看到物体看起来变得更远了,因为此时物体位于相对相机(0,0,-5)的位置上了。

我设置了更复杂的view矩阵,让物体位于相对相机(1,1,-5)的位置上,并绕z轴逆时针旋转了45度。

        view       = glm::translate(view, glm::vec3(1.0f, 1.0f, -5.0f));
        view       = glm::rotate(view, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));

7210c9b540174f5cb5d60d205400c626.png

OpenGL的坐标系遵循右手定则,设置的时候不要写反哦。

52631442a8764c618b4ea3d03efbc1a6.png

 projection矩阵:将物体投影到相机

个人认为projection变换是最好理解的,虽然计算其变换矩阵比较复杂。简而言之,就是将位于视锥体内的物体”压扁“到近平面上。投影分为正交投影和透视投影。

正交投影

0fd7de1258244f85817ea6074f6ad3b3.png

要创建一个正射投影矩阵,我们可以使用GLM的内置函数glm::ortho

glm::ortho(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f);

前两个参数指定了平截头体的左右坐标,第三和第四参数指定了平截头体的底部和顶部。通过这四个参数我们定义了近平面和远平面的大小,然后第五和第六个参数则定义了近平面和远平面的距离。这个投影矩阵会将处于这些x,y,z值范围内的坐标变换为标准化设备坐标。

透视投影

19ec68afc1634cf4b4c15da4bbfc839f.png

在GLM中可以这样创建一个透视投影矩阵:

glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width/(float)height, 0.1f, 100.0f);

它的第一个参数定义了fov的值,它表示的是视野(Field of View),并且设置了观察空间的大小。如果想要一个真实的观察效果,它的值通常设置为45.0f,但想要一个末日风格的结果你可以将其设置一个更大的值。第二个参数设置了宽高比,由视口的宽除以高所得。第三和第四个参数设置了平截头体的平面。我们通常设置近距离为0.1f,而远距离设为100.0f。所有在近平面和远平面内且处于平截头体内的顶点都会被渲染。

在案例中采用的是透视投影,可以调整参数尝试下其他效果~

        glm::mat4 projection    = glm::mat4(1.0f);
        projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

        ourShader.setMat4("projection", projection);

案例源代码及配置方法

上述案例可在坐标系统-LearnOpenGL最下方查看源代码。为了便于配置和观察,我将案例中的贴图改为了不同颜色。效果如下:

 下面给出源代码:

// 目录结构
-- glad.c              // GLAD
-- main.cpp            // 主函数
-- shader.h            // 着色器类
-- shader.vs   // 顶点着色器
-- shader.fs   // 片元着色器

main.cpp

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include "shader.h"

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("shader.vs", "shader.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        // x、y、z 坐标				// color
        -0.5f, -0.5f, -0.5f,	1.0f, 0.5f, 1.0f,	// red 红色面
        0.5f, -0.5f, -0.5f,		1.0f, 0.0f, 0.0f, 
        0.5f,  0.5f, -0.5f,		1.0f, 0.0f, 0.0f, 
        0.5f,  0.5f, -0.5f,		1.0f, 0.0f, 0.0f, 
        -0.5f,  0.5f, -0.5f,	1.0f, 0.0f, 0.0f, 
        -0.5f, -0.5f, -0.5f,	1.0f, 0.5f, 1.0f, 

        -0.5f, -0.5f,  0.5f,	0.0f, 1.0f, 0.0f,	// green 绿色面
        0.5f, -0.5f,  0.5f,		0.0f, 1.0f, 0.0f, 
        0.5f,  0.5f,  0.5f,		1.0f, 1.0f, 0.5f, 
        0.5f,  0.5f,  0.5f,		1.0f, 1.0f, 0.5f, 
        -0.5f,  0.5f,  0.5f,	0.0f, 1.0f, 0.0f, 
        -0.5f, -0.5f,  0.5f,	0.0f, 1.0f, 0.0f, 

        -0.5f,  0.5f,  0.5f,	0.0f, 0.0f, 1.0f,	// blue 蓝色面
        -0.5f,  0.5f, -0.5f,	0.0f, 0.0f, 1.0f, 
        -0.5f, -0.5f, -0.5f,	0.5f, 1.0f, 1.0f, 
        -0.5f, -0.5f, -0.5f,	0.5f, 1.0f, 1.0f, 
        -0.5f, -0.5f,  0.5f,	0.0f, 0.0f, 1.0f, 
        -0.5f,  0.5f,  0.5f,	0.0f, 0.0f, 1.0f, 

        0.5f,  0.5f,  0.5f,		1.0f, 1.0f, 0.0f,	// yellow 黄色面
        0.5f,  0.5f, -0.5f,		1.0f, 1.0f, 0.0f, 
        0.5f, -0.5f, -0.5f,		1.0f, 1.0f, 0.0f, 
        0.5f, -0.5f, -0.5f,		1.0f, 1.0f, 0.0f, 
        0.5f, -0.5f,  0.5f,		1.0f, 0.5f, 0.0f, 
        0.5f,  0.5f,  0.5f,		1.0f, 1.0f, 0.0f, 

        -0.5f, -0.5f, -0.5f,	1.0f, 0.0f, 1.0f,	// purple 紫色面
        0.5f, -0.5f, -0.5f,		1.0f, 0.0f, 1.0f, 
        0.5f, -0.5f,  0.5f,		1.0f, 0.0f, 1.0f, 
        0.5f, -0.5f,  0.5f,		1.0f, 0.0f, 1.0f, 
        -0.5f, -0.5f,  0.5f,	1.0f, 0.0f, 0.5f, 
        -0.5f, -0.5f, -0.5f,	1.0f, 0.0f, 1.0f, 

        -0.5f,  0.5f, -0.5f,	0.0f, 1.0f, 1.0f,	// cyan 青色面
        0.5f,  0.5f, -0.5f,		0.0f, 1.0f, 1.0f, 
        0.5f,  0.5f,  0.5f,		0.0f, 1.0f, 1.0f, 
        0.5f,  0.5f,  0.5f,		0.0f, 1.0f, 1.0f, 
        -0.5f,  0.5f,  0.5f,	0.0f, 0.0f, 1.0f, 
        -0.5f,  0.5f, -0.5f,	0.0f, 1.0f, 1.0f, 
    };

    // world space positions of our cubes
    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    // -------------------------------------------------------------------------------------------
    ourShader.use();

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!


        // activate shader
        ourShader.use();

        // create transformations
        glm::mat4 view          = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
        glm::mat4 projection    = glm::mat4(1.0f);
        projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        view       = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
        // pass transformation matrices to the shader
        ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
        ourShader.setMat4("view", view);

        // render boxes
        glBindVertexArray(VAO);
        for (unsigned int i = 0; i < 10; i++)
        {
            // calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model = glm::mat4(1.0f);
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            ourShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include <glm/glm.hpp>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
        try 
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();		
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();			
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char * fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);

    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use() const
    { 
        glUseProgram(ID); 
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string &name, bool value) const
    {         
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); 
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string &name, int value) const
    { 
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value); 
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string &name, float value) const
    { 
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value); 
    }
    // ------------------------------------------------------------------------
    void setVec2(const std::string &name, const glm::vec2 &value) const
    { 
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec2(const std::string &name, float x, float y) const
    { 
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); 
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string &name, const glm::vec3 &value) const
    { 
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec3(const std::string &name, float x, float y, float z) const
    { 
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); 
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string &name, const glm::vec4 &value) const
    { 
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); 
    }
    void setVec4(const std::string &name, float x, float y, float z, float w) const
    { 
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); 
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string &name, const glm::mat2 &mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string &name, const glm::mat3 &mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string &name, const glm::mat4 &mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(GLuint shader, std::string type)
    {
        GLint success;
        GLchar infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif


shader.vs

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

out vec3 ourColor;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
    ourColor = aColor;
}

shader.fs

#version 330 core
in vec3 ourColor;
out vec4 FragColor;

void main()
{
	FragColor = vec4(ourColor,1.0f);
}

glad.c

/*

    OpenGL loader generated by glad 0.1.36 on Fri Apr 21 22:56:43 2023.

    Language/Generator: C/C++
    Specification: gl
    APIs: gl=4.3
    Profile: core
    Extensions:
        
    Loader: True
    Local files: False
    Omit khrplatform: False
    Reproducible: False

    Commandline:
        --profile="core" --api="gl=4.3" --generator="c" --spec="gl" --extensions=""
    Online:
        https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.3
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glad/glad.h>

static void* get_proc(const char *namez);

#if defined(_WIN32) || defined(__CYGWIN__)
#ifndef _WINDOWS_
#undef APIENTRY
#endif
#include <windows.h>
static HMODULE libGL;

typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*);
static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;

#ifdef _MSC_VER
#ifdef __has_include
  #if __has_include(<winapifamily.h>)
    #define HAVE_WINAPIFAMILY 1
  #endif
#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_
  #define HAVE_WINAPIFAMILY 1
#endif
#endif

#ifdef HAVE_WINAPIFAMILY
  #include <winapifamily.h>
  #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
    #define IS_UWP 1
  #endif
#endif

static
int open_gl(void) {
#ifndef IS_UWP
    libGL = LoadLibraryW(L"opengl32.dll");
    if(libGL != NULL) {
        void (* tmp)(void);
        tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress");
        gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp;
        return gladGetProcAddressPtr != NULL;
    }
#endif

    return 0;
}

static
void close_gl(void) {
    if(libGL != NULL) {
        FreeLibrary((HMODULE) libGL);
        libGL = NULL;
    }
}
#else
#include <dlfcn.h>
static void* libGL;

#if !defined(__APPLE__) && !defined(__HAIKU__)
typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*);
static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
#endif

static
int open_gl(void) {
#ifdef __APPLE__
    static const char *NAMES[] = {
        "../Frameworks/OpenGL.framework/OpenGL",
        "/Library/Frameworks/OpenGL.framework/OpenGL",
        "/System/Library/Frameworks/OpenGL.framework/OpenGL",
        "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
    };
#else
    static const char *NAMES[] = {"libGL.so.1", "libGL.so"};
#endif

    unsigned int index = 0;
    for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) {
        libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL);

        if(libGL != NULL) {
#if defined(__APPLE__) || defined(__HAIKU__)
            return 1;
#else
            gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL,
                "glXGetProcAddressARB");
            return gladGetProcAddressPtr != NULL;
#endif
        }
    }

    return 0;
}

static
void close_gl(void) {
    if(libGL != NULL) {
        dlclose(libGL);
        libGL = NULL;
    }
}
#endif

static
void* get_proc(const char *namez) {
    void* result = NULL;
    if(libGL == NULL) return NULL;

#if !defined(__APPLE__) && !defined(__HAIKU__)
    if(gladGetProcAddressPtr != NULL) {
        result = gladGetProcAddressPtr(namez);
    }
#endif
    if(result == NULL) {
#if defined(_WIN32) || defined(__CYGWIN__)
        result = (void*)GetProcAddress((HMODULE) libGL, namez);
#else
        result = dlsym(libGL, namez);
#endif
    }

    return result;
}

int gladLoadGL(void) {
    int status = 0;

    if(open_gl()) {
        status = gladLoadGLLoader(&get_proc);
        close_gl();
    }

    return status;
}

struct gladGLversionStruct GLVersion = { 0, 0 };

#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
#define _GLAD_IS_SOME_NEW_VERSION 1
#endif

static int max_loaded_major;
static int max_loaded_minor;

static const char *exts = NULL;
static int num_exts_i = 0;
static char **exts_i = NULL;

static int get_exts(void) {
#ifdef _GLAD_IS_SOME_NEW_VERSION
    if(max_loaded_major < 3) {
#endif
        exts = (const char *)glGetString(GL_EXTENSIONS);
#ifdef _GLAD_IS_SOME_NEW_VERSION
    } else {
        unsigned int index;

        num_exts_i = 0;
        glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
        if (num_exts_i > 0) {
            exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i));
        }

        if (exts_i == NULL) {
            return 0;
        }

        for(index = 0; index < (unsigned)num_exts_i; index++) {
            const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
            size_t len = strlen(gl_str_tmp);

            char *local_str = (char*)malloc((len+1) * sizeof(char));
            if(local_str != NULL) {
                memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char));
            }
            exts_i[index] = local_str;
        }
    }
#endif
    return 1;
}

static void free_exts(void) {
    if (exts_i != NULL) {
        int index;
        for(index = 0; index < num_exts_i; index++) {
            free((char *)exts_i[index]);
        }
        free((void *)exts_i);
        exts_i = NULL;
    }
}

static int has_ext(const char *ext) {
#ifdef _GLAD_IS_SOME_NEW_VERSION
    if(max_loaded_major < 3) {
#endif
        const char *extensions;
        const char *loc;
        const char *terminator;
        extensions = exts;
        if(extensions == NULL || ext == NULL) {
            return 0;
        }

        while(1) {
            loc = strstr(extensions, ext);
            if(loc == NULL) {
                return 0;
            }

            terminator = loc + strlen(ext);
            if((loc == extensions || *(loc - 1) == ' ') &&
                (*terminator == ' ' || *terminator == '\0')) {
                return 1;
            }
            extensions = terminator;
        }
#ifdef _GLAD_IS_SOME_NEW_VERSION
    } else {
        int index;
        if(exts_i == NULL) return 0;
        for(index = 0; index < num_exts_i; index++) {
            const char *e = exts_i[index];

            if(exts_i[index] != NULL && strcmp(e, ext) == 0) {
                return 1;
            }
        }
    }
#endif

    return 0;
}
int GLAD_GL_VERSION_1_0 = 0;
int GLAD_GL_VERSION_1_1 = 0;
int GLAD_GL_VERSION_1_2 = 0;
int GLAD_GL_VERSION_1_3 = 0;
int GLAD_GL_VERSION_1_4 = 0;
int GLAD_GL_VERSION_1_5 = 0;
int GLAD_GL_VERSION_2_0 = 0;
int GLAD_GL_VERSION_2_1 = 0;
int GLAD_GL_VERSION_3_0 = 0;
int GLAD_GL_VERSION_3_1 = 0;
int GLAD_GL_VERSION_3_2 = 0;
int GLAD_GL_VERSION_3_3 = 0;
int GLAD_GL_VERSION_4_0 = 0;
int GLAD_GL_VERSION_4_1 = 0;
int GLAD_GL_VERSION_4_2 = 0;
int GLAD_GL_VERSION_4_3 = 0;
PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL;
PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL;
PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL;
PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL;
PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL;
PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL;
PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL;
PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL;
PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL;
PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL;
PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL;
PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL;
PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL;
PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL;
PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL;
PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL;
PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL;
PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL;
PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL;
PFNGLBLENDCOLORPROC glad_glBlendColor = NULL;
PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL;
PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei = NULL;
PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi = NULL;
PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL;
PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL;
PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei = NULL;
PFNGLBLENDFUNCIPROC glad_glBlendFunci = NULL;
PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glad_glBufferData = NULL;
PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL;
PFNGLCLAMPCOLORPROC glad_glClampColor = NULL;
PFNGLCLEARPROC glad_glClear = NULL;
PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL;
PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL;
PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL;
PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL;
PFNGLCLEARCOLORPROC glad_glClearColor = NULL;
PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL;
PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL;
PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL;
PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL;
PFNGLCOLORMASKPROC glad_glColorMask = NULL;
PFNGLCOLORMASKIPROC glad_glColorMaski = NULL;
PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL;
PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL;
PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL;
PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL;
PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL;
PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL;
PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL;
PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL;
PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL;
PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL;
PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL;
PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL;
PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL;
PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL;
PFNGLCREATESHADERPROC glad_glCreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL;
PFNGLCULLFACEPROC glad_glCullFace = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL;
PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL;
PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL;
PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL;
PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL;
PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL;
PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL;
PFNGLDELETESHADERPROC glad_glDeleteShader = NULL;
PFNGLDELETESYNCPROC glad_glDeleteSync = NULL;
PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL;
PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL;
PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL;
PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL;
PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
PFNGLDISABLEPROC glad_glDisable = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL;
PFNGLDISABLEIPROC glad_glDisablei = NULL;
PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL;
PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL;
PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL;
PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL;
PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL;
PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL;
PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL;
PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL;
PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL;
PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL;
PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL;
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL;
PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL;
PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL;
PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL;
PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL;
PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL;
PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL;
PFNGLENABLEPROC glad_glEnable = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL;
PFNGLENABLEIPROC glad_glEnablei = NULL;
PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL;
PFNGLENDQUERYPROC glad_glEndQuery = NULL;
PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL;
PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL;
PFNGLFENCESYNCPROC glad_glFenceSync = NULL;
PFNGLFINISHPROC glad_glFinish = NULL;
PFNGLFLUSHPROC glad_glFlush = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL;
PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL;
PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL;
PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL;
PFNGLFRONTFACEPROC glad_glFrontFace = NULL;
PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL;
PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL;
PFNGLGENQUERIESPROC glad_glGenQueries = NULL;
PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL;
PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL;
PFNGLGENTEXTURESPROC glad_glGenTextures = NULL;
PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL;
PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL;
PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL;
PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL;
PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL;
PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL;
PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL;
PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL;
PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL;
PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL;
PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL;
PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL;
PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL;
PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL;
PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL;
PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL;
PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL;
PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL;
PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL;
PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL;
PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL;
PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL;
PFNGLGETERRORPROC glad_glGetError = NULL;
PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL;
PFNGLGETFLOATVPROC glad_glGetFloatv = NULL;
PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL;
PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL;
PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL;
PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL;
PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL;
PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL;
PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL;
PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL;
PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL;
PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL;
PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL;
PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL;
PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL;
PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL;
PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL;
PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL;
PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL;
PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL;
PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL;
PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL;
PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL;
PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL;
PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL;
PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL;
PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL;
PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL;
PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL;
PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL;
PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL;
PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL;
PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL;
PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL;
PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL;
PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL;
PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL;
PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL;
PFNGLGETSTRINGPROC glad_glGetString = NULL;
PFNGLGETSTRINGIPROC glad_glGetStringi = NULL;
PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL;
PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL;
PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL;
PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL;
PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL;
PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL;
PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL;
PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL;
PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL;
PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL;
PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL;
PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL;
PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL;
PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL;
PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL;
PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL;
PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL;
PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL;
PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL;
PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL;
PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL;
PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL;
PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL;
PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL;
PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL;
PFNGLHINTPROC glad_glHint = NULL;
PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL;
PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL;
PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL;
PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL;
PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL;
PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL;
PFNGLISBUFFERPROC glad_glIsBuffer = NULL;
PFNGLISENABLEDPROC glad_glIsEnabled = NULL;
PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL;
PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL;
PFNGLISPROGRAMPROC glad_glIsProgram = NULL;
PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL;
PFNGLISQUERYPROC glad_glIsQuery = NULL;
PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL;
PFNGLISSAMPLERPROC glad_glIsSampler = NULL;
PFNGLISSHADERPROC glad_glIsShader = NULL;
PFNGLISSYNCPROC glad_glIsSync = NULL;
PFNGLISTEXTUREPROC glad_glIsTexture = NULL;
PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL;
PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL;
PFNGLLINEWIDTHPROC glad_glLineWidth = NULL;
PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL;
PFNGLLOGICOPPROC glad_glLogicOp = NULL;
PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL;
PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL;
PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL;
PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL;
PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL;
PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL;
PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL;
PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL;
PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL;
PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL;
PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL;
PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL;
PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL;
PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL;
PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL;
PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL;
PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL;
PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL;
PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL;
PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL;
PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL;
PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL;
PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL;
PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL;
PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL;
PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL;
PFNGLPOINTSIZEPROC glad_glPointSize = NULL;
PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL;
PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL;
PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL;
PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL;
PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL;
PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL;
PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL;
PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL;
PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL;
PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL;
PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL;
PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL;
PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL;
PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL;
PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL;
PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL;
PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL;
PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL;
PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL;
PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL;
PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL;
PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL;
PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL;
PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL;
PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL;
PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL;
PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL;
PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL;
PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL;
PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL;
PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL;
PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL;
PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL;
PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL;
PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL;
PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL;
PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL;
PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL;
PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL;
PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL;
PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL;
PFNGLREADBUFFERPROC glad_glReadBuffer = NULL;
PFNGLREADPIXELSPROC glad_glReadPixels = NULL;
PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL;
PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL;
PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL;
PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL;
PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL;
PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL;
PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL;
PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL;
PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL;
PFNGLSCISSORPROC glad_glScissor = NULL;
PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL;
PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL;
PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL;
PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL;
PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL;
PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL;
PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL;
PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL;
PFNGLSTENCILOPPROC glad_glStencilOp = NULL;
PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL;
PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL;
PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL;
PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL;
PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL;
PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL;
PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL;
PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL;
PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL;
PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL;
PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL;
PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL;
PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL;
PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL;
PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL;
PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL;
PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL;
PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL;
PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL;
PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL;
PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL;
PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL;
PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL;
PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL;
PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL;
PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL;
PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL;
PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL;
PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL;
PFNGLUNIFORM1DPROC glad_glUniform1d = NULL;
PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL;
PFNGLUNIFORM1FPROC glad_glUniform1f = NULL;
PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL;
PFNGLUNIFORM1IPROC glad_glUniform1i = NULL;
PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL;
PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL;
PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL;
PFNGLUNIFORM2DPROC glad_glUniform2d = NULL;
PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL;
PFNGLUNIFORM2FPROC glad_glUniform2f = NULL;
PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL;
PFNGLUNIFORM2IPROC glad_glUniform2i = NULL;
PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL;
PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL;
PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL;
PFNGLUNIFORM3DPROC glad_glUniform3d = NULL;
PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL;
PFNGLUNIFORM3FPROC glad_glUniform3f = NULL;
PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL;
PFNGLUNIFORM3IPROC glad_glUniform3i = NULL;
PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL;
PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL;
PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL;
PFNGLUNIFORM4DPROC glad_glUniform4d = NULL;
PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL;
PFNGLUNIFORM4FPROC glad_glUniform4f = NULL;
PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL;
PFNGLUNIFORM4IPROC glad_glUniform4i = NULL;
PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL;
PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL;
PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL;
PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL;
PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL;
PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL;
PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL;
PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL;
PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL;
PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL;
PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL;
PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL;
PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL;
PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL;
PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL;
PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL;
PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL;
PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL;
PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL;
PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL;
PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL;
PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL;
PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL;
PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL;
PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL;
PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL;
PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL;
PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL;
PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL;
PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL;
PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL;
PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL;
PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL;
PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL;
PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL;
PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL;
PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL;
PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL;
PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL;
PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL;
PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL;
PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL;
PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL;
PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL;
PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL;
PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL;
PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL;
PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL;
PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL;
PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL;
PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL;
PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL;
PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL;
PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL;
PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL;
PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL;
PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL;
PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL;
PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL;
PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL;
PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL;
PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL;
PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL;
PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL;
PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL;
PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL;
PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL;
PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL;
PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL;
PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL;
PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL;
PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL;
PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL;
PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL;
PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL;
PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL;
PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL;
PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL;
PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL;
PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL;
PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL;
PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL;
PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL;
PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL;
PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL;
PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL;
PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL;
PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL;
PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL;
PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL;
PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL;
PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL;
PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL;
PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL;
PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL;
PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL;
PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL;
PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL;
PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL;
PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL;
PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL;
PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL;
PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL;
PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL;
PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL;
PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL;
PFNGLVIEWPORTPROC glad_glViewport = NULL;
PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL;
PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL;
PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL;
PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
static void load_GL_VERSION_1_0(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_0) return;
	glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
	glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
	glad_glHint = (PFNGLHINTPROC)load("glHint");
	glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
	glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
	glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
	glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
	glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
	glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
	glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
	glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
	glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
	glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
	glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
	glad_glClear = (PFNGLCLEARPROC)load("glClear");
	glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
	glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
	glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
	glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
	glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
	glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
	glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
	glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
	glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
	glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
	glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
	glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
	glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
	glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
	glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
	glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
	glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
	glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
	glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
	glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
	glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
	glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
	glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
	glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
	glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
	glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
	glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
	glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
	glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
	glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
	glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
	glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
	glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
}
static void load_GL_VERSION_1_1(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_1) return;
	glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
	glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
	glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
	glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
	glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
	glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
	glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
	glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
	glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
	glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
	glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
	glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
	glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
}
static void load_GL_VERSION_1_2(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_2) return;
	glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
	glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
	glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
	glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
}
static void load_GL_VERSION_1_3(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_3) return;
	glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
	glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
	glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
	glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
	glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
	glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
	glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
	glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
	glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
}
static void load_GL_VERSION_1_4(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_4) return;
	glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
	glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
	glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
	glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
	glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
	glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
	glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
	glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
	glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
}
static void load_GL_VERSION_1_5(GLADloadproc load) {
	if(!GLAD_GL_VERSION_1_5) return;
	glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
	glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
	glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
	glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
	glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
	glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
	glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
	glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
	glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
	glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
	glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
	glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
	glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
	glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
	glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
	glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
	glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
	glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
	glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
}
static void load_GL_VERSION_2_0(GLADloadproc load) {
	if(!GLAD_GL_VERSION_2_0) return;
	glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
	glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
	glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
	glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
	glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
	glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
	glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
	glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
	glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
	glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
	glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
	glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
	glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
	glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
	glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
	glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
	glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
	glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
	glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
	glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
	glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
	glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
	glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
	glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
	glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
	glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
	glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
	glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
	glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
	glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
	glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
	glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
	glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
	glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
	glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
	glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
	glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
	glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
	glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
	glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
	glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
	glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
	glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
	glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
	glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
	glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
	glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
	glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
	glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
	glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
	glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
	glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
	glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
	glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
	glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
	glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
	glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
	glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
	glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
	glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
	glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
	glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
	glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
	glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
	glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
	glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
	glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
	glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
	glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
	glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
	glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
	glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
	glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
	glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
	glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
	glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
	glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
	glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
	glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
	glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
	glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
	glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
	glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
	glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
	glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
	glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
	glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
	glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
	glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
	glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
	glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
	glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
	glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
}
static void load_GL_VERSION_2_1(GLADloadproc load) {
	if(!GLAD_GL_VERSION_2_1) return;
	glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
	glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
	glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
	glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
	glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
	glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
}
static void load_GL_VERSION_3_0(GLADloadproc load) {
	if(!GLAD_GL_VERSION_3_0) return;
	glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
	glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
	glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
	glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
	glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
	glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
	glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
	glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
	glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
	glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
	glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
	glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
	glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
	glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
	glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
	glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
	glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
	glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
	glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
	glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
	glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
	glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
	glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
	glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
	glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
	glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
	glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
	glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
	glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
	glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
	glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
	glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
	glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
	glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
	glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
	glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
	glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
	glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
	glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
	glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
	glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
	glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
	glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
	glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
	glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
	glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
	glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
	glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
	glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
	glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
	glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
	glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
	glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
	glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
	glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
	glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
	glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
	glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
	glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
	glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
	glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
	glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
	glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
	glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
	glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
	glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
	glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
	glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
	glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
	glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
	glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
	glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
	glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
	glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
	glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
	glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
	glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
	glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
	glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
	glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
	glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
	glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
	glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
	glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
}
static void load_GL_VERSION_3_1(GLADloadproc load) {
	if(!GLAD_GL_VERSION_3_1) return;
	glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
	glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
	glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
	glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
	glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
	glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
	glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
	glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
	glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
	glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
	glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
	glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
	glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
	glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
	glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
}
static void load_GL_VERSION_3_2(GLADloadproc load) {
	if(!GLAD_GL_VERSION_3_2) return;
	glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
	glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
	glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
	glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
	glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
	glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
	glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
	glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
	glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
	glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
	glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
	glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
	glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
	glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
	glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
	glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
	glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
	glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
	glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
}
static void load_GL_VERSION_3_3(GLADloadproc load) {
	if(!GLAD_GL_VERSION_3_3) return;
	glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed");
	glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex");
	glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
	glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
	glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
	glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
	glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
	glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
	glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
	glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
	glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
	glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
	glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
	glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
	glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
	glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
	glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter");
	glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v");
	glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v");
	glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
	glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui");
	glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv");
	glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui");
	glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv");
	glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui");
	glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv");
	glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui");
	glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv");
	glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui");
	glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv");
	glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui");
	glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv");
	glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui");
	glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv");
	glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui");
	glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv");
	glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui");
	glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv");
	glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui");
	glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv");
	glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui");
	glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv");
	glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui");
	glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv");
	glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui");
	glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv");
	glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui");
	glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv");
	glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui");
	glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv");
	glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui");
	glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv");
	glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui");
	glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv");
	glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui");
	glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv");
	glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui");
	glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv");
}
static void load_GL_VERSION_4_0(GLADloadproc load) {
	if(!GLAD_GL_VERSION_4_0) return;
	glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading");
	glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi");
	glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei");
	glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci");
	glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei");
	glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect");
	glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect");
	glad_glUniform1d = (PFNGLUNIFORM1DPROC)load("glUniform1d");
	glad_glUniform2d = (PFNGLUNIFORM2DPROC)load("glUniform2d");
	glad_glUniform3d = (PFNGLUNIFORM3DPROC)load("glUniform3d");
	glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d");
	glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv");
	glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv");
	glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv");
	glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv");
	glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv");
	glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv");
	glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv");
	glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)load("glUniformMatrix2x3dv");
	glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)load("glUniformMatrix2x4dv");
	glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)load("glUniformMatrix3x2dv");
	glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)load("glUniformMatrix3x4dv");
	glad_glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)load("glUniformMatrix4x2dv");
	glad_glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)load("glUniformMatrix4x3dv");
	glad_glGetUniformdv = (PFNGLGETUNIFORMDVPROC)load("glGetUniformdv");
	glad_glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)load("glGetSubroutineUniformLocation");
	glad_glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)load("glGetSubroutineIndex");
	glad_glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)load("glGetActiveSubroutineUniformiv");
	glad_glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)load("glGetActiveSubroutineUniformName");
	glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)load("glGetActiveSubroutineName");
	glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)load("glUniformSubroutinesuiv");
	glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)load("glGetUniformSubroutineuiv");
	glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)load("glGetProgramStageiv");
	glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri");
	glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)load("glPatchParameterfv");
	glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback");
	glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks");
	glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks");
	glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback");
	glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback");
	glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback");
	glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)load("glDrawTransformFeedback");
	glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)load("glDrawTransformFeedbackStream");
	glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)load("glBeginQueryIndexed");
	glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)load("glEndQueryIndexed");
	glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)load("glGetQueryIndexediv");
}
static void load_GL_VERSION_4_1(GLADloadproc load) {
	if(!GLAD_GL_VERSION_4_1) return;
	glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
	glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
	glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
	glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
	glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
	glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
	glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
	glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
	glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
	glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
	glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
	glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
	glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
	glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
	glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
	glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");
	glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
	glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i");
	glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv");
	glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f");
	glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv");
	glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)load("glProgramUniform1d");
	glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)load("glProgramUniform1dv");
	glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui");
	glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv");
	glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i");
	glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv");
	glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f");
	glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv");
	glad_glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)load("glProgramUniform2d");
	glad_glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)load("glProgramUniform2dv");
	glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui");
	glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv");
	glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i");
	glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv");
	glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f");
	glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv");
	glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)load("glProgramUniform3d");
	glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)load("glProgramUniform3dv");
	glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui");
	glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv");
	glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i");
	glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv");
	glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f");
	glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv");
	glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)load("glProgramUniform4d");
	glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)load("glProgramUniform4dv");
	glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui");
	glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv");
	glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv");
	glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv");
	glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv");
	glad_glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)load("glProgramUniformMatrix2dv");
	glad_glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)load("glProgramUniformMatrix3dv");
	glad_glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)load("glProgramUniformMatrix4dv");
	glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv");
	glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv");
	glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv");
	glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv");
	glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv");
	glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv");
	glad_glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)load("glProgramUniformMatrix2x3dv");
	glad_glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)load("glProgramUniformMatrix3x2dv");
	glad_glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)load("glProgramUniformMatrix2x4dv");
	glad_glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)load("glProgramUniformMatrix4x2dv");
	glad_glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)load("glProgramUniformMatrix3x4dv");
	glad_glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)load("glProgramUniformMatrix4x3dv");
	glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline");
	glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog");
	glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d");
	glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d");
	glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d");
	glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d");
	glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv");
	glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv");
	glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv");
	glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv");
	glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer");
	glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv");
	glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv");
	glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf");
	glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)load("glViewportIndexedfv");
	glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)load("glScissorArrayv");
	glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)load("glScissorIndexed");
	glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)load("glScissorIndexedv");
	glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)load("glDepthRangeArrayv");
	glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)load("glDepthRangeIndexed");
	glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)load("glGetFloati_v");
	glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)load("glGetDoublei_v");
}
static void load_GL_VERSION_4_2(GLADloadproc load) {
	if(!GLAD_GL_VERSION_4_2) return;
	glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)load("glDrawArraysInstancedBaseInstance");
	glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)load("glDrawElementsInstancedBaseInstance");
	glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)load("glDrawElementsInstancedBaseVertexBaseInstance");
	glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ");
	glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv");
	glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture");
	glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier");
	glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D");
	glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D");
	glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D");
	glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced");
	glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced");
}
static void load_GL_VERSION_4_3(GLADloadproc load) {
	if(!GLAD_GL_VERSION_4_3) return;
	glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData");
	glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)load("glClearBufferSubData");
	glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute");
	glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect");
	glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData");
	glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri");
	glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv");
	glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)load("glGetInternalformati64v");
	glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)load("glInvalidateTexSubImage");
	glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)load("glInvalidateTexImage");
	glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)load("glInvalidateBufferSubData");
	glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)load("glInvalidateBufferData");
	glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer");
	glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer");
	glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect");
	glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect");
	glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv");
	glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex");
	glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName");
	glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv");
	glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation");
	glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex");
	glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding");
	glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange");
	glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample");
	glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample");
	glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView");
	glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer");
	glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat");
	glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat");
	glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat");
	glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding");
	glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor");
	glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl");
	glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert");
	glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback");
	glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog");
	glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup");
	glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup");
	glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel");
	glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel");
	glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel");
	glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel");
	glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
}
static int find_extensionsGL(void) {
	if (!get_exts()) return 0;
	(void)&has_ext;
	free_exts();
	return 1;
}

static void find_coreGL(void) {

    /* Thank you @elmindreda
     * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
     * https://github.com/glfw/glfw/blob/master/src/context.c#L36
     */
    int i, major, minor;

    const char* version;
    const char* prefixes[] = {
        "OpenGL ES-CM ",
        "OpenGL ES-CL ",
        "OpenGL ES ",
        NULL
    };

    version = (const char*) glGetString(GL_VERSION);
    if (!version) return;

    for (i = 0;  prefixes[i];  i++) {
        const size_t length = strlen(prefixes[i]);
        if (strncmp(version, prefixes[i], length) == 0) {
            version += length;
            break;
        }
    }

/* PR #18 */
#ifdef _MSC_VER
    sscanf_s(version, "%d.%d", &major, &minor);
#else
    sscanf(version, "%d.%d", &major, &minor);
#endif

    GLVersion.major = major; GLVersion.minor = minor;
    max_loaded_major = major; max_loaded_minor = minor;
	GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
	GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
	GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
	GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
	GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
	GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
	GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
	GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
	GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
	GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
	GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
	GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3;
	GLAD_GL_VERSION_4_0 = (major == 4 && minor >= 0) || major > 4;
	GLAD_GL_VERSION_4_1 = (major == 4 && minor >= 1) || major > 4;
	GLAD_GL_VERSION_4_2 = (major == 4 && minor >= 2) || major > 4;
	GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4;
	if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 3)) {
		max_loaded_major = 4;
		max_loaded_minor = 3;
	}
}

int gladLoadGLLoader(GLADloadproc load) {
	GLVersion.major = 0; GLVersion.minor = 0;
	glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
	if(glGetString == NULL) return 0;
	if(glGetString(GL_VERSION) == NULL) return 0;
	find_coreGL();
	load_GL_VERSION_1_0(load);
	load_GL_VERSION_1_1(load);
	load_GL_VERSION_1_2(load);
	load_GL_VERSION_1_3(load);
	load_GL_VERSION_1_4(load);
	load_GL_VERSION_1_5(load);
	load_GL_VERSION_2_0(load);
	load_GL_VERSION_2_1(load);
	load_GL_VERSION_3_0(load);
	load_GL_VERSION_3_1(load);
	load_GL_VERSION_3_2(load);
	load_GL_VERSION_3_3(load);
	load_GL_VERSION_4_0(load);
	load_GL_VERSION_4_1(load);
	load_GL_VERSION_4_2(load);
	load_GL_VERSION_4_3(load);

	if (!find_extensionsGL()) return 0;
	return GLVersion.major != 0 || GLVersion.minor != 0;
}

版权声明:本文为博主作者:沧海既平原创文章,版权归属原作者,如果侵权,请联系我们删除!

原文链接:https://blog.csdn.net/Lindy_pass/article/details/132408991

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