glCreateProgram() = 3
glAttachShader(program = 3, shader = 1)
glAttachShader(program = 3, shader = 2)
-glBindAttribLocation(program = 3, index = 1, name = "pos")
-glBindAttribLocation(program = 3, index = 0, name = "color")
-glLinkProgram(program = 3)
-glGetProgramiv(program = 3, pname = GL_LINK_STATUS, params = &1)
-glUseProgram(program = 3)
-glBindAttribLocation(program = 3, index = 0, name = "pos")
-glBindAttribLocation(program = 3, index = 1, name = "color")
glBindAttribLocation(program = 3, index = 0, name = "pos")
glBindAttribLocation(program = 3, index = 1, name = "color")
glLinkProgram(program = 3)
+glGetProgramiv(program = 3, pname = GL_LINK_STATUS, params = &1)
+glUseProgram(program = 3)
+glGetAttribLocation(program = 3, name = "pos") = 0
+glGetAttribLocation(program = 3, name = "color") = 1
glGetUniformLocation(program = 3, name = "modelviewProjection") = 0
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)