@@ -622,23 +622,23 @@ var LibraryWebGL2 = {
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glClearBufferiv must be aligned to four bytes!' ) ;
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#endif
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- GLctx . clearBufferiv ( buffer , drawbuffer , HEAP32 , value >> 2 ) ;
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+ GLctx . clearBufferiv ( buffer , drawbuffer , HEAP32 , { { { getHeapOffset ( ' value' , 'float' ) } } } ) ;
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} ,
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glClearBufferuiv : ( buffer , drawbuffer , value ) = > {
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#if GL_ASSERTIONS
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glClearBufferuiv must be aligned to four bytes!' ) ;
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#endif
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- GLctx . clearBufferuiv ( buffer , drawbuffer , HEAPU32 , value >> 2 ) ;
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+ GLctx . clearBufferuiv ( buffer , drawbuffer , HEAPU32 , { { { getHeapOffset ( ' value' , 'float' ) } } } ) ;
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} ,
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glClearBufferfv : ( buffer , drawbuffer , value ) = > {
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#if GL_ASSERTIONS
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glClearBufferfv must be aligned to four bytes!' ) ;
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#endif
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- GLctx . clearBufferfv ( buffer , drawbuffer , HEAPF32 , value >> 2 ) ;
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+ GLctx . clearBufferfv ( buffer , drawbuffer , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } ) ;
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} ,
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glFenceSync : ( condition , flags ) = > {
@@ -776,7 +776,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniform1uiv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glUniform1uiv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniform1uiv ( webglGetUniformLocation ( location ) , HEAPU32 , value >> 2 , count ) ;
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+ count && GLctx . uniform1uiv ( webglGetUniformLocation ( location ) , HEAPU32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count ) ;
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} ,
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glUniform2uiv__deps : [ '$webglGetUniformLocation' ] ,
@@ -785,7 +785,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniform2uiv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glUniform2uiv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniform2uiv ( webglGetUniformLocation ( location ) , HEAPU32 , value >> 2 , count * 2 ) ;
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+ count && GLctx . uniform2uiv ( webglGetUniformLocation ( location ) , HEAPU32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 2 ) ;
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} ,
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glUniform3uiv__deps : [ '$webglGetUniformLocation' ] ,
@@ -794,7 +794,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniform3uiv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glUniform3uiv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniform3uiv ( webglGetUniformLocation ( location ) , HEAPU32 , value >> 2 , count * 3 ) ;
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+ count && GLctx . uniform3uiv ( webglGetUniformLocation ( location ) , HEAPU32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 3 ) ;
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} ,
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glUniform4uiv__deps : [ '$webglGetUniformLocation' ] ,
@@ -803,7 +803,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniform4uiv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to integer data passed to glUniform4uiv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniform4uiv ( webglGetUniformLocation ( location ) , HEAPU32 , value >> 2 , count * 4 ) ;
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+ count && GLctx . uniform4uiv ( webglGetUniformLocation ( location ) , HEAPU32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 4 ) ;
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} ,
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glUniformMatrix2x3fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -812,7 +812,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix2x3fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix2x3fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix2x3fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 6 ) ;
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+ count && GLctx . uniformMatrix2x3fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 6 ) ;
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} ,
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glUniformMatrix3x2fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -821,7 +821,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix3x2fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix3x2fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix3x2fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 6 ) ;
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+ count && GLctx . uniformMatrix3x2fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 6 ) ;
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} ,
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glUniformMatrix2x4fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -830,7 +830,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix2x4fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix2x4fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix2x4fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 8 ) ;
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+ count && GLctx . uniformMatrix2x4fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 8 ) ;
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} ,
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glUniformMatrix4x2fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -839,7 +839,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix4x2fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix4x2fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix4x2fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 8 ) ;
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+ count && GLctx . uniformMatrix4x2fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 8 ) ;
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} ,
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glUniformMatrix3x4fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -848,7 +848,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix3x4fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix3x4fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix3x4fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 12 ) ;
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+ count && GLctx . uniformMatrix3x4fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 12 ) ;
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} ,
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glUniformMatrix4x3fv__deps : [ '$webglGetUniformLocation' ] ,
@@ -857,7 +857,7 @@ var LibraryWebGL2 = {
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GL . validateGLObjectID ( GLctx . currentProgram . uniformLocsById , location , 'glUniformMatrix4x3fv' , 'location' ) ;
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assert ( ( value & 3 ) == 0 , 'Pointer to float data passed to glUniformMatrix4x3fv must be aligned to four bytes!' ) ;
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#endif
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- count && GLctx . uniformMatrix4x3fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , value >> 2 , count * 12 ) ;
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+ count && GLctx . uniformMatrix4x3fv ( webglGetUniformLocation ( location ) , ! ! transpose , HEAPF32 , { { { getHeapOffset ( ' value' , 'float' ) } } } , count * 12 ) ;
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} ,
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glVertexAttribI4iv : ( index , v ) = > {
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