Copy+Attentional Convolutional


Original Name gl,uniform,3,iv

gl

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl 20 . gl uniform 3 ( location , to int buffer ( v , offset , count * 3 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,f

gl

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,fv

gl

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,fv

gl

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 20.5%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.9%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to float buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,i

gl

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

i

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.6%)

<SENTENCE_START> { gl 20 . %SELF% ( location , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,iv

gl

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , v ) ; } <SENTENCE_END/>


Original Name gl,uniform,4,iv

gl

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 46.0%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 10.5%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

iv

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.7%)

<SENTENCE_START> { gl 20 . gl uniform 4 ( location , to int buffer ( v , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,2,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , value ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,2,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.1%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { gl 20 . gl uniform matrix 2 ( location , transpose , to float buffer ( value , offset , count << 2 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,3,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.8%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.3%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 4.6%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , value ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,3,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 3 ( location , transpose , to float buffer ( value , offset , count * 9 ) ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,4,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 1.8%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 2.8%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 5.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , value ) ; } <SENTENCE_END/>


Original Name gl,uniform,matrix,4,fv

gl

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.1%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

uniform

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 8.5%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

matrix

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 7.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 6.9%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { gl 20 . gl uniform matrix 4 ( location , transpose , to float buffer ( value , offset , count << 4 ) ) ; } <SENTENCE_END/>


Original Name gl,use,program

gl

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

use

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

program

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.6%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>


Original Name gl,validate,program

gl

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

validate

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

program

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.3%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl 20 . %SELF% ( program ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,1,f

gl

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.7%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 1.0%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 4.3%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>

(Copy Probability: 4.9%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,1,fv

gl

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 8.9%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

1

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 5.6%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl vertex attrib 1 f ( indx , values . get ( ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,2,f

gl

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,2,fv

gl

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.2%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.3%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 7.4%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

2

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 5.1%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.5%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.3%)

<SENTENCE_START> { gl 20 . gl vertex attrib 2 f ( indx , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,3,f

gl

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 1.1%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>

(Copy Probability: 4.0%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,3,fv

gl

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 1.6%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.6%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.5%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

3

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl 20 . gl vertex attrib 3 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,4,f

gl

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

f

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 3.2%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>

(Copy Probability: 2.9%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , x , y , z , w ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,4,fv

gl

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 9.0%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 24.3%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

4

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 6.8%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

fv

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>

(Copy Probability: 3.4%)

<SENTENCE_START> { gl 20 . gl vertex attrib 4 f ( indx , values . get ( ) , values . get ( ) , values . get ( ) , values . get ( ) ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,pointer

gl

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

(Copy Probability: 3.9%)

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

(Copy Probability: 9.4%)

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

(Copy Probability: 4.2%)

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

pointer

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

(Copy Probability: 4.3%)

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>

(Copy Probability: 4.5%)

<SENTENCE_START> { if ( buffer instanceof byte buffer ) { if ( type == gl byte ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl unsigned byte ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( byte buffer ) buffer ) ; else if ( type == gl short ) gl 20 . %SELF% ( indx , size , false , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl unsigned short ) gl 20 . %SELF% ( indx , size , true , normalized , stride , ( ( byte buffer ) buffer ) . as short buffer ( ) ) ; else if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( ( byte buffer ) buffer ) . as float buffer ( ) ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method. Use ByteBuffer and one of GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT or GL_FLOAT for type. Blame LWJGL" ) ; } else if ( buffer instanceof float buffer ) { if ( type == gl float ) gl 20 . %SELF% ( indx , size , normalized , stride , ( float buffer ) buffer ) ; else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with type " + type + " with this method." ) ; } else throw new gdx runtime exception ( "Can't use " + buffer . get class ( ) . get name ( ) + " with this method. Use ByteBuffer instead. Blame LWJGL" ) ; } <SENTENCE_END/>


Original Name gl,viewport

gl

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>

viewport

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>

(Copy Probability: 0.4%)

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>

(Copy Probability: 0.5%)

<SENTENCE_START> { gl 11 . %SELF% ( x , y , width , height ) ; } <SENTENCE_END/>


Original Name gl,draw,elements

gl

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

(Copy Probability: 0.9%)

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

draw

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

(Copy Probability: 5.7%)

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

elements

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

(Copy Probability: 2.7%)

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { gl 11 . %SELF% ( mode , count , type , indices ) ; } <SENTENCE_END/>


Original Name gl,vertex,attrib,pointer

gl

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 1.4%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

vertex

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

attrib

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 0.8%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

pointer

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 2.2%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>

(Copy Probability: 3.1%)

<SENTENCE_START> { gl 20 . %SELF% ( indx , size , type , normalized , stride , ptr ) ; } <SENTENCE_END/>


Original Name get,c,ptr

get

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 1.5%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

c

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 99.7%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

ptr

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 99.8%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

%END%

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>

(Copy Probability: 3.7%)

<SENTENCE_START> { return ( obj == null ) ? 0 : obj . swig c ptr ; } <SENTENCE_END/>


Original Name internal,temp

internal

<SENTENCE_START> { temp . reset ( c ptr , own ) ; return temp ; } <SENTENCE_END/>

(Copy Probability: 0.7%)

<SENTENCE_START> { temp . reset ( c ptr , own ) ; return temp ; } <SENTENCE_END/>

temp