add shader strings for open gl
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@@ -10,16 +10,23 @@ struct
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(* OpenGL constants used. *)
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val (VERTEX_SHADER, _) =
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_symbol "VERTEX_SHADER" public : ( unit -> shader_type ) * ( shader_type -> unit );
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val VERTEX_SHADER = VERTEX_SHADER ()
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val (FRAGMENT_SHADER, _) =
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_symbol "FRAGMENT_SHADER" public : ( unit -> shader_type ) * ( shader_type -> unit );
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val FRAGMENT_SHADER = FRAGMENT_SHADER ()
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val (TRIANGLES, _) =
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_symbol "TRIANGLES" public : ( unit -> draw_mode ) * ( draw_mode -> unit );
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val (TRIANGLE_FAN, _) =
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_symbol "TRIANGLE_FAN" public : ( unit -> draw_mode ) * ( draw_mode -> unit );
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val TRIANGLES = TRIANGLES ()
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val (STATIC_DRAW, _) =
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_symbol "STATIC_DRAW" public : ( unit -> update_mode ) * ( update_mode -> unit );
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val STATIC_DRAW = STATIC_DRAW ()
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val (DYNAMIC_DRAW, _) =
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_symbol "DYNAMIC_DRAW" public : ( unit -> update_mode ) * ( update_mode -> unit );
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val DYNAMIC_DRAW = DYNAMIC_DRAW ()
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(* OpenGL functions used. *)
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val loadGlad = _import "loadGlad" public : unit -> unit;
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@@ -44,15 +51,13 @@ struct
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val attachShader = _import "attachShader" public : program * shader -> unit;
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val linkProgram = _import "linkProgram" public : program -> unit;
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val useProgram = _import "useProgram" public : program -> unit;
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val deleteShader = _import "deleteShader" public : program -> unit;
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val deleteProgram = _import "deleteProgram" public : program -> unit;
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val clearColor =
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_import "clearColor" public : Real32.real * Real32.real * Real32.real * Real32.real -> unit;
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val clear = _import "clear" public : unit -> unit;
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val drawArrays = _import "drawArrays" public : draw_mode * int * int -> unit;
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val getUniformLocation =
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_import "getUniformLocation" public : program * string -> int;
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val uniform4f =
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_import "uniform4f" public : int * Real32.real * Real32.real * Real32.real * Real32.real -> unit;
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val drawArrays = _import "drawArrays" public : draw_mode * int * int -> unit;
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end
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