ELF>U@@%$UHH0H}HEHƿHEHƿEkdUȉHEHEHH=?vHE@HEPH}u HHEHEH~H H5H=HEHH=HHH¸HHHHPHHf HHEHHEHEHƿiUH]UHu]UHHĀH}uUM HоD q  EEHEHƿ\E=uEUEщ¾HE@EHEHHE@$XEHE@ EHEH HE@(XEEtEEEEEEHEHEHEHEHEHEHEHEEEE(\M^EE(\M^EEXEM\M^EEXEM\M^EHHH=HUHѺЋ=IvHHUHֿHֿHHHH=AAH=AAH=AAАUHHHHHHH$HH@,Y,EHHH(HH@0Y,E}B}8HEHƿHHEHƿHEHƿi=IvHEHƿEHEHƿHEHƿHEHƿ@ HEHƿ HEHƿ HEHƿɀHEHƿȀHEHƿˀHEHƿʀH|Hƿ HxHƿ= ED Eq E EDžtHHtHֿЋtUuHHHHHH@HlHHH@,HdEHH@9EHHH@UHcHHHHELHEHp(HE@ HcHHHHHHƿAHHUHRHMIHcH4 EHE9EfHEUHHEHEH@(HtKHEH@(Hu tUuHHH HEH@(HMHUHHHPHHEl\(dYPHE@p\(hYTHE@l\(dYXHE@ p\(hY\P*E/T*E/Xf/\f/\T\,XP\,*E\\,P,HEH@ƿ =?v9HHU؋RHU؋RHHHU؋R A*HE؋@HHHE؋@ HѺƿEEHHtHֿHUЉЋẺƿ =IvHUȉֿHUԉHUHUĉֿHx|ΉHMUu}Ѐ}t }t D D }t q q }t   EƿMUuEMUuEUHH HEHEHHMHUHuAHHEHƿiH5ƿ &( &( HUMEHRhhAAȉ H HEHHPEƿ UHHt7HEH5HEHH@UHSH8}HuEEHHUM̾HHUM̾ЋEuHHUH5HǸE~~HEHEPHEЉHHHEHH‹uEHѺHEHHHH5HǸHEHE<HHEHHHH8[]UHSH8}HuEEHHUM̾HHUM̾ЋEu&HHUH H5HǸE~~HEHEPHEЉHHHEHH‹uEHѺHEHHHH5HǸHEHE<HHEHHHH8[]UHHĀHEHƿiHEHƿHEHƿEHEHH5H=HHEHHEHHEHHEHHEHHEHHEHHEHEHEE=HEHEHEHEHE=~HEHEHEHE,E=,uHEHEHEHEHEHEHEHEHEHEHHEHEHEH1ЉH=HUHЋH5 HEHEHHEHEHEH0ЉH=HUHЋH5HЉH ΉH ΉHЋH5QHH5ЉHH5ЉHH5ЉHH5ЉHH5ЉHH5HH5Eƿ HUֿHUиUHtHH5tHH5t#tH ΉЋt#tH ΉЋtHtHtH]UHH}HEf@ HE@ HE@HE@HE@HE@HE]imgui_impl_opengl3#version 130imgui_impl_opengl3.cpp(int)strlen(glsl_version) + 2 < ((int)(sizeof(g_GlslVersionString) / sizeof(*(g_GlslVersionString))))UnknownGLEWERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! %s ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s') #version %duniform mat4 ProjMtx; attribute vec2 Position; attribute vec2 UV; attribute vec4 Color; varying vec2 Frag_UV; varying vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } uniform mat4 ProjMtx; in vec2 Position; in vec2 UV; in vec4 Color; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } precision mediump float; layout (location = 0) in vec2 Position; layout (location = 1) in vec2 UV; layout (location = 2) in vec4 Color; uniform mat4 ProjMtx; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } layout (location = 0) in vec2 Position; layout (location = 1) in vec2 UV; layout (location = 2) in vec4 Color; uniform mat4 ProjMtx; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } #ifdef GL_ES precision mediump float; #endif uniform sampler2D Texture; varying vec2 Frag_UV; varying vec4 Frag_Color; void main() { gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st); } uniform sampler2D Texture; in vec2 Frag_UV; in vec4 Frag_Color; out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } precision mediump float; uniform sampler2D Texture; in vec2 Frag_UV; in vec4 Frag_Color; layout (location = 0) out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } in vec2 Frag_UV; in vec4 Frag_Color; uniform sampler2D Texture; layout (location = 0) out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } vertex shaderfragment shadershader programTextureProjMtxPositionUVColorimgui.hi < Sizebool ImGui_ImplOpenGL3_Init(const char*)const T& ImVector::operator[](int) const [with T = ImDrawCmd]?@3?W3FWUHH}HE@HEPHEHEH@]UHHH}HEH@HtHEH@HUHH H}uHE@9E~fEHHHEHEH@Ht0HEHcHEHHHEHHHEH@HHEHUHPHEUPUHHH}uHE9E|H H5H=HEHHEHcHHH)HHUHHH}uHE@9E~!UHEHHEHHEUUHH}HEH@]UHH}uHE@tHEPHE@EE;E~EE]GCC: (Debian 8.3.0-6) 8.3.0zRx MAC H <:AC 5 \ AC G |AC Q LAC G AC   AC  LAC G zPLRx $$#AC E $L*AC E  AC | 'AC " /AC j  ,AC g AC  0ZAC U PHAC C pAC M  KAC F     ) B @U Di H{ L P T X \ ` d) h?)t \L # * A / C"MR"Ma : :  s' F= hq%C] "Z )8Qm O   Y LDU!q"/"H"",\$<CVi} 2F"/Z",n""Kimgui_impl_opengl3.cpp_ZL11g_GlVersion_ZL19g_GlslVersionString_ZL13g_FontTexture_ZL14g_ShaderHandle_ZL12g_VertHandle_ZL12g_FragHandle_ZL19g_AttribLocationTex_ZL23g_AttribLocationProjMtx_ZL22g_AttribLocationVtxPos_ZL21g_AttribLocationVtxUV_ZL24g_AttribLocationVtxColor_ZL11g_VboHandle_ZL16g_ElementsHandle_ZZ22ImGui_ImplOpenGL3_InitPKcE19__PRETTY_FUNCTION___ZL34ImGui_ImplOpenGL3_SetupRenderStateP10ImDrawDataiij_ZL11CheckShaderjPKc_ZL12CheckProgramjPKc_ZZNK8ImVectorI9ImDrawCmdEixEiE19__PRETTY_FUNCTION___ZN6ImVec4C5Ev_ZN8ImVectorIcEC5Ev_ZN8ImVectorIcED5Ev_ZN6ImVec4C2Ev_ZN6ImVec4C1Ev_Z22ImGui_ImplOpenGL3_InitPKc_GLOBAL_OFFSET_TABLE_glGetIntegerv_ZN5ImGui5GetIOEvstrlen__assert_failstrcpy_Z26ImGui_ImplOpenGL3_Shutdownv_Z38ImGui_ImplOpenGL3_DestroyDeviceObjectsv_Z26ImGui_ImplOpenGL3_NewFramev_Z37ImGui_ImplOpenGL3_CreateDeviceObjectsvglEnable__glewBlendEquationglBlendFuncglDisableglPolygonModeglViewport__glewUseProgram__glewUniform1i__glewUniformMatrix4fv__glewBindSampler__glewBindVertexArray__glewBindBuffer__glewEnableVertexAttribArray__glewVertexAttribPointer_Z32ImGui_ImplOpenGL3_RenderDrawDataP10ImDrawData__glewActiveTextureglIsEnabled__glewGenVertexArrays__glewBufferData_ZNK8ImVectorI9ImDrawCmdEixEiglScissorglBindTexture__glewDrawElementsBaseVertexglDrawElements__glewDeleteVertexArrays__glewBlendEquationSeparate__glewBlendFuncSeparate_Z36ImGui_ImplOpenGL3_CreateFontsTexturev_ZN11ImFontAtlas18GetTexDataAsRGBA32EPPhPiS2_S2_glGenTexturesglTexParameteriglPixelStoreiglTexImage2D_Z37ImGui_ImplOpenGL3_DestroyFontsTexturevglDeleteTexturesDW.ref.__gxx_personality_v0__glewGetShaderivstderrfprintf_ZN8ImVectorIcEC1Ev_ZN8ImVectorIcE6resizeEi__glewGetShaderInfoLog_ZN8ImVectorIcE5beginEv_ZN8ImVectorIcED1Ev_Unwind_Resume__glewGetProgramiv__glewGetProgramInfoLogsscanf__glewCreateShader__glewShaderSource__glewCompileShader__glewCreateProgram__glewAttachShader__glewLinkProgram__glewGetUniformLocation__glewGetAttribLocation__glewGenBuffers__glewDeleteBuffers__glewDetachShader__glewDeleteShader__glewDeleteProgram_ZN8ImVectorIcEC2Ev_ZN8ImVectorIcED2Ev_ZN5ImGui7MemFreeEPv_ZN8ImVectorIcE7reserveEi_ZN5ImGui8MemAllocEmmemcpy_ZNK8ImVectorIcE14_grow_capacityEi5*5DI6Xe7489/5?;L@U=w>~?@AA>B5C` d h h VD\@gEmL}FPGHI`IdJTJXJ\*K0TTKZX~K\!5(M@5Q5Wo5555555555%595CNPN]NjN~OPHPQ2Y Rm Ss  T U V D$ S* 8 GK MY Hg Iz W X > A > A > A > A B3 CF RX 6 Z 5 < [ < S \ \ ]$ ^. <N Sc <l 6w < ` 8 b b c  d' e; 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