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wglChoosePixelFormat(0x5F011BA9, 0x0072ED64)
wglSetPixelFormat(0x5F011BA9, 9, 0x0072ED64)
wglCreateContext(0x5F011BA9)
wglMakeCurrent(0x5F011BA9, 0x00010000)
[...]
glGetIntegerv(GL_MAJOR_VERSION, 0x0101F1E0)
glGetIntegerv(GL_MINOR_VERSION, 0x0101F1E4)
glShadeModel(GL_SMOOTH)
glDisable(GL_DEPTH_TEST)
glDisable(GL_CULL_FACE)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
wglSwapIntervalEXT(0)
wglMakeCurrent(0x82011259, 0x00010000)
glViewport(0, 0, 20, 20)
glClearColor(0, 0, 0, 1)
glCreateProgram()
glCreateShader(GL_VERTEX_SHADER)
glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(2, 1, 0x0101EA98, 0x00000000)
glCompileShader(2)
glGetShaderiv(2, GL_COMPILE_STATUS, 0x0101EA8C)
glShaderSource(3, 1, 0x0101EA98, 0x00000000)
glCompileShader(3)
glGetShaderiv(3, GL_COMPILE_STATUS, 0x0101EA8C)
glAttachShader(1, 2)
glAttachShader(1, 3)
glLinkProgram(1)
glGetProgramiv(1, GL_LINK_STATUS, 0x0101EA8C)
glBindAttribLocation(1, 0, inputPosition)
glBindAttribLocation(1, 1, inputColor)
glGenBuffers(1, 0x01BD13FC)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glBufferData(GL_ARRAY_BUFFER, 36, 0x01BD4220, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glGenBuffers(1, 0x01BD4184)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glBufferData(GL_ARRAY_BUFFER, 48, 0x05F0CAD0, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glGenBuffers(1, 0x05F0CA24)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 3)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 12, 0x05F0CBD0, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
glGenVertexArrays(1, 0x05E69808)
glBindVertexArray(1)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 1)
glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 12, 0x00000000)
glBindBuffer(GL_ARRAY_BUFFER, 2)
glVertexAttribPointer(0, 4, GL_FLOAT, FALSE, 16, 0x00000000)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 3)
wglMakeCurrent(0x82011259, 0x00010000)
glViewport(0, 0, 949, 1001)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glUseProgram(1)
glBindVertexArray(1)
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0x00000000)
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