glViewport(x = 0, y = 0, width = 300, height = 300)
glViewport(x = 0, y = 0, width = 300, height = 300)
glViewport(x = 0, y = 0, width = 300, height = 300)
-glUniformMatrix4fv(location = 0, count = 1, transpose = false, value = {0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1})
+glUniformMatrix4fv(location = 0, count = 1, transpose = GL_FALSE, value = {0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1})
glClear(mask = GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
glEnableVertexAttribArray(index = 0)
glEnableVertexAttribArray(index = 1)
-glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized = false, stride = 0, pointer = blob(24))
-glVertexAttribPointer(index = 1, size = 3, type = GL_FLOAT, normalized = false, stride = 0, pointer = blob(36))
+glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized = GL_FALSE, stride = 0, pointer = blob(24))
+glVertexAttribPointer(index = 1, size = 3, type = GL_FLOAT, normalized = GL_FALSE, stride = 0, pointer = blob(36))
glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 3)
glDisableVertexAttribArray(index = 0)
glDisableVertexAttribArray(index = 1)