extern BOOL (WINAPI *qwglSwapIntervalEXT)(int interval);
#endif
+// GL_ARB_shader_objects
+extern int gl_support_shader_objects;
#ifndef GL_PROGRAM_OBJECT_ARB
// 1-byte character string
typedef char GLcharARB;
// 4-byte integer handle to a shader object or program object
typedef int GLhandleARB;
#endif
-
extern void (GLAPIENTRY *qglDeleteObjectARB)(GLhandleARB obj);
extern GLhandleARB (GLAPIENTRY *qglGetHandleARB)(GLenum pname);
extern void (GLAPIENTRY *qglDetachObjectARB)(GLhandleARB containerObj, GLhandleARB attachedObj);
extern void (GLAPIENTRY *qglGetInfoLogARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
extern void (GLAPIENTRY *qglGetAttachedObjectsARB)(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
extern GLint (GLAPIENTRY *qglGetUniformLocationARB)(GLhandleARB programObj, const GLcharARB *name);
-extern void (GLAPIENTRY *qglGetActiveUniformARB)(GLhandleARB programObj, uint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+extern void (GLAPIENTRY *qglGetActiveUniformARB)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
extern void (GLAPIENTRY *qglGetUniformfvARB)(GLhandleARB programObj, GLint location, GLfloat *params);
extern void (GLAPIENTRY *qglGetUniformivARB)(GLhandleARB programObj, GLint location, GLint *params);
extern void (GLAPIENTRY *qglGetShaderSourceARB)(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#endif
+// GL_ARB_vertex_shader
+extern int gl_support_vertex_shader;
//extern void (GLAPIENTRY *qglVertexAttrib1fARB)(GLuint index, GLfloat v0);
//extern void (GLAPIENTRY *qglVertexAttrib1sARB)(GLuint index, GLshort v0);
//extern void (GLAPIENTRY *qglVertexAttrib1dARB)(GLuint index, GLdouble v0);
#define GL_FLOAT_MAT4_ARB 0x8B5C
#endif
+// GL_ARB_fragment_shader
+extern int gl_support_fragment_shader;
#ifndef GL_FRAGMENT_SHADER_ARB
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#endif
+// GL_ARB_shading_language_100
+extern int gl_support_shading_language_100;
#ifndef GL_SHADING_LANGUAGE_VERSION_ARB
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#endif