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implement fog correctly
also some base work for edgemarking
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@ -102,6 +102,7 @@
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func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
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func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
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func(GLBLENDCOLOR, glBlendColor); \
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\
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func(GLCOLORMASKI, glColorMaski); \
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\
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