úÎ-„*å     None!"&(234=HJKM!List all field names in a record.‹Compute the dimensionality of each field in a record. This is primarily useful for things like the small finite vector types provided by Linear.7Compute the size in bytes of of each field in a record. NNone&HM Zips up lists of s and a Record5 setting uniform parameters using the record fields.  Provide the  of each field in a Record=. The list of types has the same order as the fields of the Record. #Set GLSL uniform parameters from a Record'. A check is performed to verify that all‘ uniforms used by a program are represented by the record type. In other words, the record is a superset of the parameters used by the program.#Set GLSL uniform parameters form a RecordD representing a subset of all uniform parameters used by a program.3Set GLSL uniform parameters from those fields of a PlainRecA whose names correspond to uniform parameters used by a program.namesCheck culprit little big checks that each name in little is an element of big.typesChecks blame little big' checks that each (name,type) pair in little is a member of big. typesCheck' blame little big; checks that each (name,type) pair in the intersection of little and big is consistent. !  "#$%   !   "#$%None!"&(2346=HJKM =Constraint alias capturing the requirements of a vertex type.:Representation of a VBO whose type describes the vertices..Load vertex data into a GPU-accessible buffer.Reload  with a & of new vertex data.'Delete the object name associated with %Bind previously-buffered vertex data.ÃLine up a shader's attribute inputs with a vertex record. This maps vertex fields to GLSL attributes on the basis of record field names on the Haskell side, and variable names on the GLSL side. Behaves like j, but raises an exception if the supplied vertex record does not include a field required by the shader.‹Bind some of a shader's attribute inputs to a vertex record. This is useful when the inputs of a shader are split across multiple arrays.'UDo not raise an error is some of a shader's inputs are not bound by a vertex record. Produce a (¾ for a particular field of a vertex record. fieldToVAD :: forall r v a sy proxy. ( Foldable v) => String -> proxy r -> GL.VertexArrayDescriptor a)*+,-./'012  )*+,-./'012None 3      !" #$%&'()*+,-./0 1233456789:;<record-gl-0.1.0.0Record.IntrospectionGraphics.RecordGL.UniformsGraphics.RecordGL.VertexGraphics.RecordGL HasFieldNames fieldNames HasFieldDims fieldDims$fHasFieldNamesRecord1 HasFieldSizes fieldSizes$fHasFieldDimsRecord1$fHasFieldSizesRecord1 UniformFieldsSetUniformFieldsHasFieldGLTypes fieldGLTypessetAllUniforms setUniformssetSomeUniforms ViableVertexBufferedVerticesgetVertexBufferbufferVerticesreloadVerticesdeleteVertices bindVerticesenableVerticesenableVertices'enableVertexFields fieldToVADOpenGL-2.11.1.0,Graphics.Rendering.OpenGL.GL.Shaders.UniformUniformLocation.Graphics.Rendering.OpenGL.GL.Shaders.Variables VariableType namesCheck typesCheck typesCheck'setUniformFields glTypeEquiv glTypeEquiv'$fHasFieldGLTypesRecord1$fSetUniformFieldsRecord1vector-0.10.12.2Data.Vector.StorableVectorenableSomeAttribs)Graphics.Rendering.OpenGL.GL.VertexArraysVertexArrayDescriptorFieldDescriptor fieldName fieldOffsetfieldDim fieldTypefieldDescriptors enableAttribs descriptorVADnamesAndOffsets