This file is indexed.

/usr/include/osg/GL2Extensions is in libopenscenegraph-dev 3.2.1-6.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 * Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
 * Copyright (C) 2004-2005 Nathan Cournia
 * Copyright (C) 2007 Art Tevs
 * Copyright (C) 2008 Zebra Imaging
 * Copyright (C) 2010 VIRES Simulationstechnologie GmbH
 * Copyright (C) 2012 David Callu
 *
 * This application is open source and may be redistributed and/or modified
 * freely and without restriction, both in commercial and non commercial
 * applications, as long as this copyright notice is maintained.
 *
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

/* file:        include/osg/GL2Extensions
 * author:      Mike Weiblen 2008-01-02
 *              Holger Helmich 2010-10-21
*/

#ifndef OSG_GL2EXTENSIONS
#define OSG_GL2EXTENSIONS 1

#include <osg/Referenced>
#include <osg/GL>

#include <string>

#ifndef GL_SAMPLER_2D_ARRAY_EXT
    #define GL_SAMPLER_1D_ARRAY_EXT           0x8DC0
    #define GL_SAMPLER_2D_ARRAY_EXT           0x8DC1
    #define GL_SAMPLER_1D_ARRAY_SHADOW_EXT    0x8DC3
    #define GL_SAMPLER_2D_ARRAY_SHADOW_EXT    0x8DC4
#endif

#if !defined(GL_VERSION_2_0)
typedef char GLchar;
#endif

#if !defined(GL_VERSION_2_0)
    #define GL_VERTEX_PROGRAM_POINT_SIZE      0x8642
    #define GL_VERTEX_PROGRAM_TWO_SIDE        0x8643
#endif

#if !defined(GL_VERSION_2_0) && !defined(GL_ES_VERSION_2_0)
#define GL_VERSION_2_0 1
#define GL_BLEND_EQUATION_RGB             GL_BLEND_EQUATION
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
#define GL_CURRENT_VERTEX_ATTRIB          0x8626
#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
#define GL_STENCIL_BACK_FUNC              0x8800
#define GL_STENCIL_BACK_FAIL              0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
#define GL_MAX_DRAW_BUFFERS               0x8824
#define GL_DRAW_BUFFER0                   0x8825
#define GL_DRAW_BUFFER1                   0x8826
#define GL_DRAW_BUFFER2                   0x8827
#define GL_DRAW_BUFFER3                   0x8828
#define GL_DRAW_BUFFER4                   0x8829
#define GL_DRAW_BUFFER5                   0x882A
#define GL_DRAW_BUFFER6                   0x882B
#define GL_DRAW_BUFFER7                   0x882C
#define GL_DRAW_BUFFER8                   0x882D
#define GL_DRAW_BUFFER9                   0x882E
#define GL_DRAW_BUFFER10                  0x882F
#define GL_DRAW_BUFFER11                  0x8830
#define GL_DRAW_BUFFER12                  0x8831
#define GL_DRAW_BUFFER13                  0x8832
#define GL_DRAW_BUFFER14                  0x8833
#define GL_DRAW_BUFFER15                  0x8834
#define GL_BLEND_EQUATION_ALPHA           0x883D
#define GL_POINT_SPRITE                   0x8861
#define GL_COORD_REPLACE                  0x8862
#define GL_MAX_VERTEX_ATTRIBS             0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_COORDS             0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS        0x8872
#define GL_FRAGMENT_SHADER                0x8B30
#define GL_VERTEX_SHADER                  0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS  0x8B4A
#define GL_MAX_VARYING_FLOATS             0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE                    0x8B4F
#define GL_FLOAT_VEC2                     0x8B50
#define GL_FLOAT_VEC3                     0x8B51
#define GL_FLOAT_VEC4                     0x8B52
#define GL_INT_VEC2                       0x8B53
#define GL_INT_VEC3                       0x8B54
#define GL_INT_VEC4                       0x8B55
#define GL_BOOL                           0x8B56
#define GL_BOOL_VEC2                      0x8B57
#define GL_BOOL_VEC3                      0x8B58
#define GL_BOOL_VEC4                      0x8B59
#define GL_FLOAT_MAT2                     0x8B5A
#define GL_FLOAT_MAT3                     0x8B5B
#define GL_FLOAT_MAT4                     0x8B5C
#define GL_DELETE_STATUS                  0x8B80
#define GL_COMPILE_STATUS                 0x8B81
#define GL_LINK_STATUS                    0x8B82
#define GL_VALIDATE_STATUS                0x8B83
#define GL_INFO_LOG_LENGTH                0x8B84
#define GL_ATTACHED_SHADERS               0x8B85
#define GL_ACTIVE_UNIFORMS                0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH      0x8B87
#define GL_SHADER_SOURCE_LENGTH           0x8B88
#define GL_ACTIVE_ATTRIBUTES              0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH    0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION       0x8B8C
#define GL_CURRENT_PROGRAM                0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN      0x8CA0
#define GL_LOWER_LEFT                     0x8CA1
#define GL_UPPER_LEFT                     0x8CA2
#define GL_STENCIL_BACK_REF               0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
#define GL_STENCIL_BACK_WRITEMASK         0x8CA5

#define GL_SAMPLER_2D                     0x8B5E
#define GL_SAMPLER_CUBE                   0x8B60
#endif

#if !defined(GL_SAMPLER_1D)
#define GL_SAMPLER_1D                     0x8B5D
#endif
#if !defined(GL_SAMPLER_3D)
#define GL_SAMPLER_3D                     0x8B5F
#endif

#if !defined(GL_SAMPLER_1D_SHADOW)
#define GL_SAMPLER_1D_SHADOW              0x8B61
#define GL_SAMPLER_2D_SHADOW              0x8B62
#endif

#ifndef GL_VERSION_2_1
#define GL_VERSION_2_1 1
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
#define GL_PIXEL_PACK_BUFFER              0x88EB
#define GL_PIXEL_UNPACK_BUFFER            0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING      0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING    0x88EF
#define GL_FLOAT_MAT2x3                   0x8B65
#define GL_FLOAT_MAT2x4                   0x8B66
#define GL_FLOAT_MAT3x2                   0x8B67
#define GL_FLOAT_MAT3x4                   0x8B68
#define GL_FLOAT_MAT4x2                   0x8B69
#define GL_FLOAT_MAT4x3                   0x8B6A
#define GL_SRGB                           0x8C40
#define GL_SRGB8                          0x8C41
#define GL_SRGB_ALPHA                     0x8C42
#define GL_SRGB8_ALPHA8                   0x8C43
#define GL_SLUMINANCE_ALPHA               0x8C44
#define GL_SLUMINANCE8_ALPHA8             0x8C45
#define GL_SLUMINANCE                     0x8C46
#define GL_SLUMINANCE8                    0x8C47
#define GL_COMPRESSED_SRGB                0x8C48
#define GL_COMPRESSED_SRGB_ALPHA          0x8C49
#define GL_COMPRESSED_SLUMINANCE          0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA    0x8C4B
#endif

#ifndef GL_ARB_framebuffer_sRGB
#define GL_FRAMEBUFFER_SRGB               0x8DB9
#endif

// EXT_geometry_shader4
#ifndef GL_EXT_geometry_shader4
#define GL_GEOMETRY_SHADER_EXT                       0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_EXT                 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_EXT                   0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_EXT                  0x8DDC
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT      0x8C29
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT       0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT         0x8DDE
#define GL_MAX_VARYING_COMPONENTS_EXT                0x8B4B
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT       0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT          0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT  0x8DE1
#define GL_LINES_ADJACENCY_EXT                       0x000A
#define GL_LINE_STRIP_ADJACENCY_EXT                  0x000B
#define GL_TRIANGLES_ADJACENCY_EXT                   0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT              0x000D
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT  0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT    0x8DA9
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT        0x8DA7
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT  0x8CD4
#define GL_PROGRAM_POINT_SIZE_EXT                    0x8642
#endif

// ARB_tessellation_shader
#ifndef GL_ARB_tessellation_shader
#define GL_PATCHES                                             0x000E
#define GL_PATCH_VERTICES                                      0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL                           0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL                           0x8E74
#define GL_MAX_PATCH_VERTICES                                  0x8E7D
#define GL_MAX_TESS_GEN_LEVEL                                  0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS                 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS              0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS                0x8E81
#define GL_MAX_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS         0x8E82
#define GL_MAX_MAX_TESS_CONTROL_OUTPUT_COMPONENTS              0x8E83
#define GL_MAX_MAX_TESS_PATCH_COMPONENTS                       0x8E84
#define GL_MAX_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS        0x8E85
#define GL_MAX_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS           0x8E86
#define GL_MAX_MAX_TESS_CONTROL_UNIFORM_BLOCKS                 0x8E89
#define GL_MAX_MAX_TESS_EVALUATION_UNIFORM_BLOCKS              0x8E8A
#define GL_MAX_MAX_TESS_CONTROL_INPUT_COMPONENTS               0x886C
#define GL_MAX_MAX_TESS_EVALUATION_INPUT_COMPONENTS            0x886D
#define GL_MAX_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS    0x8E1E
#define GL_MAX_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_TESS_EVALUATION_SHADER                              0x8E87
#define GL_TESS_CONTROL_SHADER                                 0x8E88
#define GL_TESS_CONTROL_OUTPUT_VERTICES                        0x8E75
#define GL_TESS_GEN_MODE                                       0x8E76
#define GL_TESS_GEN_SPACING                                    0x8E77
#define GL_TESS_GEN_VERTEX_ORDER                               0x8E78
#define GL_TESS_GEN_POINT_MODE                                 0x8E79
#define GL_ISOLINES                                            0x8E7A
#define GL_FRACTIONAL_ODD                                      0x8E7B
#define GL_FRACTIONAL_EVEN                                     0x8E7C
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER     0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER  0x84F1
#endif

// EXT_gpu_shader4
#ifndef GL_EXT_gpu_shader4
#define GL_SAMPLER_1D_ARRAY_EXT               0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT               0x8DC1
#define GL_SAMPLER_BUFFER_EXT                 0x8DC2
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT        0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT        0x8DC4
#define GL_SAMPLER_CUBE_SHADOW_EXT            0x8DC5
#define GL_UNSIGNED_INT_VEC2_EXT              0x8DC6
#define GL_UNSIGNED_INT_VEC3_EXT              0x8DC7
#define GL_UNSIGNED_INT_VEC4_EXT              0x8DC8
#define GL_INT_SAMPLER_1D_EXT                 0x8DC9
#define GL_INT_SAMPLER_2D_EXT                 0x8DCA
#define GL_INT_SAMPLER_3D_EXT                 0x8DCB
#define GL_INT_SAMPLER_CUBE_EXT               0x8DCC
#define GL_INT_SAMPLER_2D_RECT_EXT            0x8DCD
#define GL_INT_SAMPLER_1D_ARRAY_EXT           0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY_EXT           0x8DCF
#define GL_INT_SAMPLER_BUFFER_EXT             0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_1D_EXT        0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D_EXT        0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D_EXT        0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT      0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT   0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT  0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT  0x8DD7
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT    0x8DD8
#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT       0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT       0x8905
#endif

// ARB_uniform_buffer_object
#ifndef GL_ARB_uniform_buffer_object
#define GL_UNIFORM_BUFFER                 0x8A11
#define GL_UNIFORM_BUFFER_BINDING         0x8A28
#define GL_UNIFORM_BUFFER_START           0x8A29
#define GL_UNIFORM_BUFFER_SIZE            0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS      0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS    0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS    0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS    0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS    0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE         0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS          0x8A36
#define GL_UNIFORM_TYPE                   0x8A37
#define GL_UNIFORM_SIZE                   0x8A38
#define GL_UNIFORM_NAME_LENGTH            0x8A39
#define GL_UNIFORM_BLOCK_INDEX            0x8A3A
#define GL_UNIFORM_OFFSET                 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE           0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE          0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR           0x8A3E
#define GL_UNIFORM_BLOCK_BINDING          0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE        0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH      0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS  0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX                  0xFFFFFFFFu
#endif

// ARB_get_program_binary
#ifndef GL_ARB_get_program_binary
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH           0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS      0x87FE
#define GL_PROGRAM_BINARY_FORMATS          0x87FF
#endif

// ARB_gpu_shader_fp64
#ifndef GL_ARB_gpu_shader_fp64
#define GL_DOUBLE_VEC2                    0x8FFC
#define GL_DOUBLE_VEC3                    0x8FFD
#define GL_DOUBLE_VEC4                    0x8FFE
#define GL_DOUBLE_MAT2                    0x8F46
#define GL_DOUBLE_MAT3                    0x8F47
#define GL_DOUBLE_MAT4                    0x8F48
#define GL_DOUBLE_MAT2x3                  0x8F49
#define GL_DOUBLE_MAT2x4                  0x8F4A
#define GL_DOUBLE_MAT3x2                  0x8F4B
#define GL_DOUBLE_MAT3x4                  0x8F4C
#define GL_DOUBLE_MAT4x2                  0x8F4D
#define GL_DOUBLE_MAT4x3                  0x8F4E
#endif

// ARB_texture_multisample
#ifndef GL_ARB_texture_multisample
#define GL_SAMPLER_2D_MULTISAMPLE                    0x9108
#define GL_INT_SAMPLER_2D_MULTISAMPLE                0x9109
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE       0x910A
#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY              0x910B
#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY          0x910C
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
#endif

// GL_ARB_shader_image_load_store
#ifndef GL_ARB_shader_image_load_store
#define GL_IMAGE_1D                       0x904C
#define GL_IMAGE_2D                       0x904D
#define GL_IMAGE_3D                       0x904E
#define GL_IMAGE_2D_RECT                  0x904F
#define GL_IMAGE_CUBE                     0x9050
#define GL_IMAGE_BUFFER                   0x9051
#define GL_IMAGE_1D_ARRAY                 0x9052
#define GL_IMAGE_2D_ARRAY                 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY           0x9054
#define GL_IMAGE_2D_MULTISAMPLE           0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY     0x9056
#define GL_INT_IMAGE_1D                   0x9057
#define GL_INT_IMAGE_2D                   0x9058
#define GL_INT_IMAGE_3D                   0x9059
#define GL_INT_IMAGE_2D_RECT              0x905A
#define GL_INT_IMAGE_CUBE                 0x905B
#define GL_INT_IMAGE_BUFFER               0x905C
#define GL_INT_IMAGE_1D_ARRAY             0x905D
#define GL_INT_IMAGE_2D_ARRAY             0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY       0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE       0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D          0x9062
#define GL_UNSIGNED_INT_IMAGE_2D          0x9063
#define GL_UNSIGNED_INT_IMAGE_3D          0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT     0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE        0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER      0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY    0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY    0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#endif

#ifndef GL_VERSION_3_1
#define GL_SAMPLER_2D_RECT                0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW         0x8B64
#define GL_SAMPLER_BUFFER                 0x8DC2
#define GL_INT_SAMPLER_2D_RECT            0x8DCD
#define GL_INT_SAMPLER_BUFFER             0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT   0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_BUFFER    0x8DD8
#define GL_TEXTURE_BUFFER                 0x8C2A
#define GL_MAX_TEXTURE_BUFFER_SIZE        0x8C2B
#define GL_TEXTURE_BINDING_BUFFER         0x8C2C
#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
#define GL_TEXTURE_RECTANGLE              0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE      0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE        0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE     0x84F8
#define GL_RGB_SNORM                      0x8F92
#define GL_RGBA_SNORM                     0x8F93
#define GL_R8_SNORM                       0x8F94
#define GL_RG8_SNORM                      0x8F95
#define GL_RGB8_SNORM                     0x8F96
#define GL_RGBA8_SNORM                    0x8F97
#define GL_R16_SNORM                      0x8F98
#define GL_RG16_SNORM                     0x8F99
#define GL_RGB16_SNORM                    0x8F9A
#define GL_RGBA16_SNORM                   0x8F9B
#define GL_SIGNED_NORMALIZED              0x8F9C
#define GL_PRIMITIVE_RESTART              0x8F9D
#define GL_PRIMITIVE_RESTART_INDEX        0x8F9E
#endif

#ifndef GL_RED_SNORM
#define GL_RED_SNORM                      0x8F90
#endif
#ifndef GL_RG_SNORM
#define GL_RG_SNORM                       0x8F91
#endif


#ifndef GL_VERSION_4_0
#define GL_SAMPLER_CUBE_MAP_ARRAY         0x900C
#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW  0x900D
#define GL_INT_SAMPLER_CUBE_MAP_ARRAY     0x900E
#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
#endif

// ARB_shader_atomic_counters
#ifndef GL_ARB_shader_atomic_counters
#define GL_ATOMIC_COUNTER_BUFFER          0x92C0
#define GL_ATOMIC_COUNTER_BUFFER_BINDING  0x92C1
#define GL_ATOMIC_COUNTER_BUFFER_START    0x92C2
#define GL_ATOMIC_COUNTER_BUFFER_SIZE     0x92C3
#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
#define GL_MAX_VERTEX_ATOMIC_COUNTERS     0x92D2
#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS   0x92D5
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS   0x92D6
#define GL_MAX_COMBINED_ATOMIC_COUNTERS   0x92D7
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS  0x92D9
#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
#define GL_UNSIGNED_INT_ATOMIC_COUNTER    0x92DB
#endif

// ARB_compute_shader
#ifndef GL_ARB_compute_shader
#define GL_COMPUTE_SHADER                 0x91B9
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS     0x91BB
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS     0x91BD
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS    0x8265
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS  0x90EB
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT   0x91BE
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE    0x91BF
#define GL_COMPUTE_LOCAL_WORK_SIZE        0x8267
#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
#define GL_DISPATCH_INDIRECT_BUFFER       0x90EE
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
#define GL_COMPUTE_SHADER_BIT             0x00000020
#endif

#ifndef GL_ARB_depth_clamp
#define GL_DEPTH_CLAMP                    0x864F
#endif

#ifndef GL_ARB_provoking_vertex
#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
#define GL_FIRST_VERTEX_CONVENTION        0x8E4D
#define GL_LAST_VERTEX_CONVENTION         0x8E4E
#define GL_PROVOKING_VERTEX               0x8E4F
#endif

#ifndef GL_ARB_seamless_cube_map
#define GL_TEXTURE_CUBE_MAP_SEAMLESS      0x884F
#endif

namespace osg {

class OSG_EXPORT GL2Extensions : public osg::Referenced
{
    public:
        GL2Extensions(unsigned int contextID);
        GL2Extensions(const GL2Extensions& rhs);

        void lowestCommonDenominator(const GL2Extensions& rhs);

        void setupGL2Extensions(unsigned int contextID);

        /** Does the GL driver support OpenGL Shading Language? */
        bool isGlslSupported() const;

        float getGlVersion() const { return _glVersion; }
        float getLanguageVersion() const { return _glslLanguageVersion; }

        void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
        bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }

        void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
        bool isVertexShaderSupported() const { return _isVertexShaderSupported; }

        void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
        bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }

        void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
        bool isLanguage100Supported() const { return _isLanguage100Supported; }

        void setGeometryShader4Supported(bool flag) { _isGeometryShader4Supported = flag; }
        bool isGeometryShader4Supported() const { return _isGeometryShader4Supported; }

        void setTessellationShadersSupported(bool flag) { _areTessellationShadersSupported = flag; }
        bool areTessellationShadersSupported() const { return _areTessellationShadersSupported; }

        void setGpuShader4Supported(bool flag) { _isGpuShader4Supported = flag; }
        bool isGpuShader4Supported() const { return _isGpuShader4Supported; }

        void setUniformBufferObjectSupported(bool flag) { _isUniformBufferObjectSupported = flag; }
        bool isUniformBufferObjectSupported() const {return _isUniformBufferObjectSupported; }

        void setGetProgramBinarySupported(bool flag) { _isGetProgramBinarySupported = flag; }
        bool isGetProgramBinarySupported() const {return _isGetProgramBinarySupported; }

        void setGpuShaderFp64Supported(bool flag) { _isGpuShaderFp64Supported = flag; }
        bool isGpuShaderFp64Supported() const {return _isGpuShaderFp64Supported; }

        void setShaderAtomicCounterSupported(bool flag) { _isShaderAtomicCountersSupported = flag; }
        bool isShaderAtomicCounterSupported() const {return _isShaderAtomicCountersSupported; }

        bool isDrawBuffersSupported() const { return _glDrawBuffers!=0; }

        /** Function to call to get the extension of a specified context.
          * If the Exentsion object for that context has not yet been created then
          * and the 'createIfNotInitalized' flag been set to false then returns NULL.
          * If 'createIfNotInitalized' is true then the Extensions object is
          * automatically created.  However, in this case the extension object
          * only be created with the graphics context associated with ContextID..*/
        static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);

        /** allows users to override the extensions across graphics contexts.
          * typically used when you have different extensions supported across graphics pipes
          * but need to ensure that they all use the same low common denominator extensions.*/
        static void Set(unsigned int contextID, GL2Extensions* extensions);


        void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
        void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
        void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
        void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
        void glStencilMaskSeparate(GLenum face, GLuint mask) const;
        void glAttachShader(GLuint program, GLuint shader) const;
        void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
        void glCompileShader(GLuint shader) const;
        GLuint glCreateProgram(void) const;
        GLuint glCreateShader(GLenum type) const;
        void glDeleteProgram(GLuint program) const;
        void glDeleteShader(GLuint shader) const;
        void glDetachShader(GLuint program, GLuint shader) const;
        void glDisableVertexAttribArray(GLuint index) const;
        void glEnableVertexAttribArray(GLuint index) const;
        void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
        void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
        GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
        void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
        void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
        void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
        void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
        void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
        GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
        void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
        void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
        void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
        void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
        void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
        void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
        GLboolean glIsProgram(GLuint program) const;
        GLboolean glIsShader(GLuint shader) const;
        void glLinkProgram(GLuint program) const;
        void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
        void glUseProgram(GLuint program) const;
        void glUniform1f(GLint location, GLfloat v0) const;
        void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
        void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
        void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
        void glUniform1i(GLint location, GLint v0) const;
        void glUniform2i(GLint location, GLint v0, GLint v1) const;
        void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
        void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
        void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
        void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
        void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
        void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
        void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
        void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
        void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
        void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
        void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
        void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
        void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
        void glValidateProgram(GLuint program) const;
        void glVertexAttrib1d(GLuint index, GLdouble x) const;
        void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
        void glVertexAttrib1f(GLuint index, GLfloat x) const;
        void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
        void glVertexAttrib1s(GLuint index, GLshort x) const;
        void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
        void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
        void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
        void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
        void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
        void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
        void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
        void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
        void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
        void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
        void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
        void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
        void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
        void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
        void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
        void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
        void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
        void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
        void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
        void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
        void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
        void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
        void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
        void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
        void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
        void glVertexAttrib4iv(GLuint index, const GLint *v) const;
        void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
        void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
        void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
        void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
        void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
        void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
        void glVertexAttribDivisor(GLuint index, GLuint divisor) const;

        // C++-friendly convenience wrapper methods
        GLuint getCurrentProgram() const;
        bool getProgramInfoLog( GLuint program, std::string& result ) const;
        bool getShaderInfoLog( GLuint shader, std::string& result ) const;
        bool getAttribLocation( const char* attribName, GLuint& slot ) const;
        bool getFragDataLocation( const char* fragDataName, GLuint& slot) const;

        // GL 2.1
        void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
        void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
        void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
        void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
        void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
        void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;

        // EXT_geometry_shader4
        void glProgramParameteri( GLuint program, GLenum pname, GLint value ) const;
        void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level ) const;
        void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) const;
        void glFramebufferTextureFace( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ) const;

        // ARB_tessellation_shader
        void glPatchParameteri(GLenum pname, GLint value) const;
        void glPatchParameterfv(GLenum pname, const GLfloat *values) const;

        // EXT_gpu_shader4
        void glGetUniformuiv( GLuint program, GLint location, GLuint *params ) const;
        void glBindFragDataLocation( GLuint program, GLuint color, const GLchar *name ) const;
        GLint glGetFragDataLocation( GLuint program, const GLchar *name ) const;
        void glUniform1ui( GLint location, GLuint v0 ) const;
        void glUniform2ui( GLint location, GLuint v0, GLuint v1 ) const;
        void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 ) const;
        void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) const;
        void glUniform1uiv( GLint location, GLsizei count, const GLuint *value ) const;
        void glUniform2uiv( GLint location, GLsizei count, const GLuint *value ) const;
        void glUniform3uiv( GLint location, GLsizei count, const GLuint *value ) const;
        void glUniform4uiv( GLint location, GLsizei count, const GLuint *value ) const;

        // ARB_uniform_buffer_object
        void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices) const;
        void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) const;
        void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) const;
        GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) const;
        void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
        void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
        void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) const;

        // ARB_get_program_binary
        void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary) const;
        void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length) const;

        // ARB_gpu_shader_fp64
        void glUniform1d( GLint location, GLdouble v0 ) const;
        void glUniform2d( GLint location, GLdouble v0, GLdouble v1 ) const;
        void glUniform3d( GLint location, GLdouble v0, GLdouble v1, GLdouble v2 ) const;
        void glUniform4d( GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3 ) const;
        void glUniform1dv( GLint location, GLsizei count, const GLdouble *value ) const;
        void glUniform2dv( GLint location, GLsizei count, const GLdouble *value ) const;
        void glUniform3dv( GLint location, GLsizei count, const GLdouble *value ) const;
        void glUniform4dv( GLint location, GLsizei count, const GLdouble *value ) const;
        void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
        void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
        void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
        void glUniformMatrix2x3dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
        void glUniformMatrix3x2dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
        void glUniformMatrix2x4dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
        void glUniformMatrix4x2dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
        void glUniformMatrix3x4dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
        void glUniformMatrix4x3dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;

        // ARB_shader_atomic_counters
        void glGetActiveAtomicCounterBufferiv( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params ) const;

        // ARB_compute_shader
        void glDispatchCompute( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ ) const;

    protected:
        ~GL2Extensions() {}

        float _glVersion;
        float _glslLanguageVersion;

        bool _isShaderObjectsSupported;
        bool _isVertexShaderSupported;
        bool _isFragmentShaderSupported;
        bool _isLanguage100Supported;
        bool _isGeometryShader4Supported;
        bool _areTessellationShadersSupported;
        bool _isGpuShader4Supported;
        bool _isUniformBufferObjectSupported;
        bool _isGetProgramBinarySupported;
        bool _isGpuShaderFp64Supported;
        bool _isShaderAtomicCountersSupported;

        typedef void (GL_APIENTRY * BlendEquationSeparateProc)(GLenum modeRGB, GLenum modeAlpha);
        typedef void (GL_APIENTRY * DrawBuffersProc)(GLsizei n, const GLenum *bufs);
        typedef void (GL_APIENTRY * StencilOpSeparateProc)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
        typedef void (GL_APIENTRY * StencilFuncSeparateProc)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
        typedef void (GL_APIENTRY * StencilMaskSeparateProc)(GLenum face, GLuint mask);
        typedef void (GL_APIENTRY * AttachShaderProc)(GLuint program, GLuint shader);
        typedef void (GL_APIENTRY * BindAttribLocationProc)(GLuint program, GLuint index, const GLchar *name);
        typedef void (GL_APIENTRY * CompileShaderProc)(GLuint shader);
        typedef GLuint (GL_APIENTRY * CreateProgramProc)(void);
        typedef GLuint (GL_APIENTRY * CreateShaderProc)(GLenum type);
        typedef void (GL_APIENTRY * DeleteProgramProc)(GLuint program);
        typedef void (GL_APIENTRY * DeleteObjectARBProc)(GLuint program);
        typedef void (GL_APIENTRY * DeleteShaderProc)(GLuint shader);
        typedef void (GL_APIENTRY * DetachShaderProc)(GLuint program, GLuint shader);
        typedef void (GL_APIENTRY * DisableVertexAttribArrayProc)(GLuint index);
        typedef void (GL_APIENTRY * EnableVertexAttribArrayProc)(GLuint index);
        typedef void (GL_APIENTRY * GetActiveAttribProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
        typedef void (GL_APIENTRY * GetActiveUniformProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
        typedef void (GL_APIENTRY * GetAttachedShadersProc)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
        typedef GLint (GL_APIENTRY * GetAttribLocationProc)(GLuint program, const GLchar *name);
        typedef void (GL_APIENTRY * GetProgramivProc)(GLuint program, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetObjectParameterivARBProc)(GLuint program, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetProgramInfoLogProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
        typedef void (GL_APIENTRY * GetInfoLogARBProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
        typedef void (GL_APIENTRY * GetShaderivProc)(GLuint shader, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetShaderInfoLogProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
        typedef void (GL_APIENTRY * GetShaderSourceProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
        typedef GLint (GL_APIENTRY * GetUniformLocationProc)(GLuint program, const GLchar *name);
        typedef void (GL_APIENTRY * GetUniformfvProc)(GLuint program, GLint location, GLfloat *params);
        typedef void (GL_APIENTRY * GetUniformivProc)(GLuint program, GLint location, GLint *params);
        typedef void (GL_APIENTRY * GetVertexAttribdvProc)(GLuint index, GLenum pname, GLdouble *params);
        typedef void (GL_APIENTRY * GetVertexAttribfvProc)(GLuint index, GLenum pname, GLfloat *params);
        typedef void (GL_APIENTRY * GetVertexAttribivProc)(GLuint index, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetVertexAttribPointervProc)(GLuint index, GLenum pname, GLvoid* *pointer);
        typedef GLboolean (GL_APIENTRY * IsProgramProc)(GLuint program);
        typedef GLboolean (GL_APIENTRY * IsShaderProc)(GLuint shader);
        typedef void (GL_APIENTRY * LinkProgramProc)(GLuint program);
        typedef void (GL_APIENTRY * ShaderSourceProc)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
        typedef void (GL_APIENTRY * UseProgramProc)(GLuint program);
        typedef void (GL_APIENTRY * Uniform1fProc)(GLint location, GLfloat v0);
        typedef void (GL_APIENTRY * Uniform2fProc)(GLint location, GLfloat v0, GLfloat v1);
        typedef void (GL_APIENTRY * Uniform3fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
        typedef void (GL_APIENTRY * Uniform4fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
        typedef void (GL_APIENTRY * Uniform1iProc)(GLint location, GLint v0);
        typedef void (GL_APIENTRY * Uniform2iProc)(GLint location, GLint v0, GLint v1);
        typedef void (GL_APIENTRY * Uniform3iProc)(GLint location, GLint v0, GLint v1, GLint v2);
        typedef void (GL_APIENTRY * Uniform4iProc)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
        typedef void (GL_APIENTRY * Uniform1fvProc)(GLint location, GLsizei count, const GLfloat *value);
        typedef void (GL_APIENTRY * Uniform2fvProc)(GLint location, GLsizei count, const GLfloat *value);
        typedef void (GL_APIENTRY * Uniform3fvProc)(GLint location, GLsizei count, const GLfloat *value);
        typedef void (GL_APIENTRY * Uniform4fvProc)(GLint location, GLsizei count, const GLfloat *value);
        typedef void (GL_APIENTRY * Uniform1ivProc)(GLint location, GLsizei count, const GLint *value);
        typedef void (GL_APIENTRY * Uniform2ivProc)(GLint location, GLsizei count, const GLint *value);
        typedef void (GL_APIENTRY * Uniform3ivProc)(GLint location, GLsizei count, const GLint *value);
        typedef void (GL_APIENTRY * Uniform4ivProc)(GLint location, GLsizei count, const GLint *value);
        typedef void (GL_APIENTRY * UniformMatrix2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        typedef void (GL_APIENTRY * UniformMatrix3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        typedef void (GL_APIENTRY * UniformMatrix4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
        typedef void (GL_APIENTRY * ValidateProgramProc)(GLuint program);
        typedef void (GL_APIENTRY * VertexAttrib1dProc)(GLuint index, GLdouble x);
        typedef void (GL_APIENTRY * VertexAttrib1dvProc)(GLuint index, const GLdouble *v);
        typedef void (GL_APIENTRY * VertexAttrib1fProc)(GLuint index, GLfloat x);
        typedef void (GL_APIENTRY * VertexAttrib1fvProc)(GLuint index, const GLfloat *v);
        typedef void (GL_APIENTRY * VertexAttrib1sProc)(GLuint index, GLshort x);
        typedef void (GL_APIENTRY * VertexAttrib1svProc)(GLuint index, const GLshort *v);
        typedef void (GL_APIENTRY * VertexAttrib2dProc)(GLuint index, GLdouble x, GLdouble y);
        typedef void (GL_APIENTRY * VertexAttrib2dvProc)(GLuint index, const GLdouble *v);
        typedef void (GL_APIENTRY * VertexAttrib2fProc)(GLuint index, GLfloat x, GLfloat y);
        typedef void (GL_APIENTRY * VertexAttrib2fvProc)(GLuint index, const GLfloat *v);
        typedef void (GL_APIENTRY * VertexAttrib2sProc)(GLuint index, GLshort x, GLshort y);
        typedef void (GL_APIENTRY * VertexAttrib2svProc)(GLuint index, const GLshort *v);
        typedef void (GL_APIENTRY * VertexAttrib3dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
        typedef void (GL_APIENTRY * VertexAttrib3dvProc)(GLuint index, const GLdouble *v);
        typedef void (GL_APIENTRY * VertexAttrib3fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
        typedef void (GL_APIENTRY * VertexAttrib3fvProc)(GLuint index, const GLfloat *v);
        typedef void (GL_APIENTRY * VertexAttrib3sProc)(GLuint index, GLshort x, GLshort y, GLshort z);
        typedef void (GL_APIENTRY * VertexAttrib3svProc)(GLuint index, const GLshort *v);
        typedef void (GL_APIENTRY * VertexAttrib4NbvProc)(GLuint index, const GLbyte *v);
        typedef void (GL_APIENTRY * VertexAttrib4NivProc)(GLuint index, const GLint *v);
        typedef void (GL_APIENTRY * VertexAttrib4NsvProc)(GLuint index, const GLshort *v);
        typedef void (GL_APIENTRY * VertexAttrib4NubProc)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
        typedef void (GL_APIENTRY * VertexAttrib4NubvProc)(GLuint index, const GLubyte *v);
        typedef void (GL_APIENTRY * VertexAttrib4NuivProc)(GLuint index, const GLuint *v);
        typedef void (GL_APIENTRY * VertexAttrib4NusvProc)(GLuint index, const GLushort *v);
        typedef void (GL_APIENTRY * VertexAttrib4bvProc)(GLuint index, const GLbyte *v);
        typedef void (GL_APIENTRY * VertexAttrib4dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
        typedef void (GL_APIENTRY * VertexAttrib4dvProc)(GLuint index, const GLdouble *v);
        typedef void (GL_APIENTRY * VertexAttrib4fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
        typedef void (GL_APIENTRY * VertexAttrib4fvProc)(GLuint index, const GLfloat *v);
        typedef void (GL_APIENTRY * VertexAttrib4ivProc)(GLuint index, const GLint *v);
        typedef void (GL_APIENTRY * VertexAttrib4sProc)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
        typedef void (GL_APIENTRY * VertexAttrib4svProc)(GLuint index, const GLshort *v);
        typedef void (GL_APIENTRY * VertexAttrib4ubvProc)(GLuint index, const GLubyte *v);
        typedef void (GL_APIENTRY * VertexAttrib4uivProc)(GLuint index, const GLuint *v);
        typedef void (GL_APIENTRY * VertexAttrib4usvProc)(GLuint index, const GLushort *v);
        typedef void (GL_APIENTRY * VertexAttribPointerProc)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
        typedef void (GL_APIENTRY * VertexAttribDivisorProc)(GLuint index, GLuint divisor);
        typedef void (GL_APIENTRY * UniformMatrix2x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * UniformMatrix3x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * UniformMatrix2x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * UniformMatrix4x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * UniformMatrix3x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * UniformMatrix4x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
        typedef void (GL_APIENTRY * ProgramParameteriProc)( GLuint program, GLenum pname, GLint value );
        typedef void (GL_APIENTRY * FramebufferTextureProc)( GLenum target, GLenum attachment, GLuint texture, GLint level );
        typedef void (GL_APIENTRY * FramebufferTextureLayerProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer );
        typedef void (GL_APIENTRY * FramebufferTextureFaceProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face );
        typedef void (GL_APIENTRY * PatchParameteriProc)( GLenum pname, GLint value );
        typedef void (GL_APIENTRY * PatchParameterfvProc)( GLenum pname, const GLfloat* values );
        typedef void (GL_APIENTRY * GetUniformuivProc)( GLuint program, GLint location, GLuint* params );
        typedef void (GL_APIENTRY * BindFragDataLocationProc)( GLuint program, GLuint color, const GLchar* name );
        typedef GLint (GL_APIENTRY * GetFragDataLocationProc)( GLuint program, const GLchar* name );
        typedef void (GL_APIENTRY * Uniform1uiProc)( GLint location, GLuint v0 );
        typedef void (GL_APIENTRY * Uniform2uiProc)( GLint location, GLuint v0, GLuint v1 );
        typedef void (GL_APIENTRY * Uniform3uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2 );
        typedef void (GL_APIENTRY * Uniform4uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 );
        typedef void (GL_APIENTRY * Uniform1uivProc)( GLint location, GLsizei count, const GLuint *value );
        typedef void (GL_APIENTRY * Uniform2uivProc)( GLint location, GLsizei count, const GLuint *value );
        typedef void (GL_APIENTRY * Uniform3uivProc)( GLint location, GLsizei count, const GLuint *value );
        typedef void (GL_APIENTRY * Uniform4uivProc)( GLint location, GLsizei count, const GLuint *value );
        typedef GLuint (GL_APIENTRY * GetHandleProc) (GLenum pname);
        typedef void (GL_APIENTRY * GetUniformIndicesProc)(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices);
        typedef void (GL_APIENTRY * GetActiveUniformsivProc)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetActiveUniformNameProc)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
        typedef GLuint (GL_APIENTRY * GetUniformBlockIndexProc)(GLuint program, const GLchar *uniformBlockName);
        typedef void (GL_APIENTRY * GetActiveUniformBlockivProc)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
        typedef void (GL_APIENTRY * GetActiveUniformBlockNameProc)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
        typedef void (GL_APIENTRY * UniformBlockBindingProc)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
        typedef void (GL_APIENTRY * GetProgramBinaryProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
        typedef void (GL_APIENTRY * ProgramBinaryProc)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
        typedef void (GL_APIENTRY * Uniform1dProc)(GLint location, GLdouble v0);
        typedef void (GL_APIENTRY * Uniform2dProc)(GLint location, GLdouble v0, GLdouble v1);
        typedef void (GL_APIENTRY * Uniform3dProc)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
        typedef void (GL_APIENTRY * Uniform4dProc)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
        typedef void (GL_APIENTRY * Uniform1dvProc)(GLint location, GLsizei count, const GLdouble *value);
        typedef void (GL_APIENTRY * Uniform2dvProc)(GLint location, GLsizei count, const GLdouble *value);
        typedef void (GL_APIENTRY * Uniform3dvProc)(GLint location, GLsizei count, const GLdouble *value);
        typedef void (GL_APIENTRY * Uniform4dvProc)(GLint location, GLsizei count, const GLdouble *value);
        typedef void (GL_APIENTRY * UniformMatrix2dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
        typedef void (GL_APIENTRY * UniformMatrix3dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
        typedef void (GL_APIENTRY * UniformMatrix4dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
        typedef void (GL_APIENTRY * UniformMatrix2x3dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * UniformMatrix3x2dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * UniformMatrix2x4dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * UniformMatrix4x2dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * UniformMatrix3x4dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * UniformMatrix4x3dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
        typedef void (GL_APIENTRY * GetActiveAtomicCounterBufferivProc)( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params );
        typedef void (GL_APIENTRY * DispatchComputeProc)( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ );

        BlendEquationSeparateProc _glBlendEquationSeparate;
        DrawBuffersProc _glDrawBuffers;
        StencilOpSeparateProc _glStencilOpSeparate;
        StencilFuncSeparateProc _glStencilFuncSeparate;
        StencilMaskSeparateProc _glStencilMaskSeparate;
        AttachShaderProc _glAttachShader;
        BindAttribLocationProc _glBindAttribLocation;
        CompileShaderProc _glCompileShader;
        CreateProgramProc _glCreateProgram;
        CreateShaderProc _glCreateShader;
        DeleteProgramProc _glDeleteProgram;
        DeleteShaderProc _glDeleteShader;
        DetachShaderProc _glDetachShader;
        DisableVertexAttribArrayProc _glDisableVertexAttribArray;
        EnableVertexAttribArrayProc _glEnableVertexAttribArray;
        GetActiveAttribProc _glGetActiveAttrib;
        GetActiveUniformProc _glGetActiveUniform;
        GetAttachedShadersProc _glGetAttachedShaders;
        GetAttribLocationProc _glGetAttribLocation;
        GetProgramivProc _glGetProgramiv;
        GetProgramInfoLogProc _glGetProgramInfoLog;
        GetShaderivProc _glGetShaderiv;
        GetShaderInfoLogProc _glGetShaderInfoLog;
        GetShaderSourceProc _glGetShaderSource;
        GetUniformLocationProc _glGetUniformLocation;
        GetUniformfvProc _glGetUniformfv;
        GetUniformivProc _glGetUniformiv;
        GetVertexAttribdvProc _glGetVertexAttribdv;
        GetVertexAttribfvProc _glGetVertexAttribfv;
        GetVertexAttribivProc _glGetVertexAttribiv;
        GetVertexAttribPointervProc _glGetVertexAttribPointerv;
        IsProgramProc _glIsProgram;
        IsShaderProc _glIsShader;
        LinkProgramProc _glLinkProgram;
        ShaderSourceProc _glShaderSource;
        UseProgramProc _glUseProgram;
        Uniform1fProc _glUniform1f;
        Uniform2fProc _glUniform2f;
        Uniform3fProc _glUniform3f;
        Uniform4fProc _glUniform4f;
        Uniform1iProc _glUniform1i;
        Uniform2iProc _glUniform2i;
        Uniform3iProc _glUniform3i;
        Uniform4iProc _glUniform4i;
        Uniform1fvProc _glUniform1fv;
        Uniform2fvProc _glUniform2fv;
        Uniform3fvProc _glUniform3fv;
        Uniform4fvProc _glUniform4fv;
        Uniform1ivProc _glUniform1iv;
        Uniform2ivProc _glUniform2iv;
        Uniform3ivProc _glUniform3iv;
        Uniform4ivProc _glUniform4iv;
        UniformMatrix2fvProc _glUniformMatrix2fv;
        UniformMatrix3fvProc _glUniformMatrix3fv;
        UniformMatrix4fvProc _glUniformMatrix4fv;
        ValidateProgramProc _glValidateProgram;
        VertexAttrib1dProc _glVertexAttrib1d;
        VertexAttrib1dvProc _glVertexAttrib1dv;
        VertexAttrib1fProc _glVertexAttrib1f;
        VertexAttrib1fvProc _glVertexAttrib1fv;
        VertexAttrib1sProc _glVertexAttrib1s;
        VertexAttrib1svProc _glVertexAttrib1sv;
        VertexAttrib2dProc _glVertexAttrib2d;
        VertexAttrib2dvProc _glVertexAttrib2dv;
        VertexAttrib2fProc _glVertexAttrib2f;
        VertexAttrib2fvProc _glVertexAttrib2fv;
        VertexAttrib2sProc _glVertexAttrib2s;
        VertexAttrib2svProc _glVertexAttrib2sv;
        VertexAttrib3dProc _glVertexAttrib3d;
        VertexAttrib3dvProc _glVertexAttrib3dv;
        VertexAttrib3fProc _glVertexAttrib3f;
        VertexAttrib3fvProc _glVertexAttrib3fv;
        VertexAttrib3sProc _glVertexAttrib3s;
        VertexAttrib3svProc _glVertexAttrib3sv;
        VertexAttrib4NbvProc _glVertexAttrib4Nbv;
        VertexAttrib4NivProc _glVertexAttrib4Niv;
        VertexAttrib4NsvProc _glVertexAttrib4Nsv;
        VertexAttrib4NubProc _glVertexAttrib4Nub;
        VertexAttrib4NubvProc _glVertexAttrib4Nubv;
        VertexAttrib4NuivProc _glVertexAttrib4Nuiv;
        VertexAttrib4NusvProc _glVertexAttrib4Nusv;
        VertexAttrib4bvProc _glVertexAttrib4bv;
        VertexAttrib4dProc _glVertexAttrib4d;
        VertexAttrib4dvProc _glVertexAttrib4dv;
        VertexAttrib4fProc _glVertexAttrib4f;
        VertexAttrib4fvProc _glVertexAttrib4fv;
        VertexAttrib4ivProc _glVertexAttrib4iv;
        VertexAttrib4sProc _glVertexAttrib4s;
        VertexAttrib4svProc _glVertexAttrib4sv;
        VertexAttrib4ubvProc _glVertexAttrib4ubv;
        VertexAttrib4uivProc _glVertexAttrib4uiv;
        VertexAttrib4usvProc _glVertexAttrib4usv;
        VertexAttribPointerProc _glVertexAttribPointer;
        VertexAttribDivisorProc _glVertexAttribDivisor;

        GetInfoLogARBProc _glGetInfoLogARB;
        GetObjectParameterivARBProc _glGetObjectParameterivARB;
        DeleteObjectARBProc _glDeleteObjectARB;
        GetHandleProc _glGetHandleARB;

        // GL 2.1
        UniformMatrix2x3fvProc _glUniformMatrix2x3fv;
        UniformMatrix3x2fvProc _glUniformMatrix3x2fv;
        UniformMatrix2x4fvProc _glUniformMatrix2x4fv;
        UniformMatrix4x2fvProc _glUniformMatrix4x2fv;
        UniformMatrix3x4fvProc _glUniformMatrix3x4fv;
        UniformMatrix4x3fvProc _glUniformMatrix4x3fv;

        // EXT_geometry_shader4
        ProgramParameteriProc _glProgramParameteri;
        FramebufferTextureProc _glFramebufferTexture;
        FramebufferTextureLayerProc _glFramebufferTextureLayer;
        FramebufferTextureFaceProc _glFramebufferTextureFace;

        // ARB_tesselation_shader
        PatchParameteriProc _glPatchParameteri;
        PatchParameterfvProc _glPatchParameterfv;

        // EXT_gpu_shader4
        GetUniformuivProc _glGetUniformuiv;
        BindFragDataLocationProc _glBindFragDataLocation;
        GetFragDataLocationProc _glGetFragDataLocation;
        Uniform1uiProc _glUniform1ui;
        Uniform2uiProc _glUniform2ui;
        Uniform3uiProc _glUniform3ui;
        Uniform4uiProc _glUniform4ui;
        Uniform1uivProc _glUniform1uiv;
        Uniform2uivProc _glUniform2uiv;
        Uniform3uivProc _glUniform3uiv;
        Uniform4uivProc _glUniform4uiv;

        // ARB_uniform_buffer_object
        GetUniformIndicesProc _glGetUniformIndices;
        GetActiveUniformsivProc _glGetActiveUniformsiv;
        GetActiveUniformNameProc _glGetActiveUniformName;
        GetUniformBlockIndexProc _glGetUniformBlockIndex;
        GetActiveUniformBlockivProc _glGetActiveUniformBlockiv;
        GetActiveUniformBlockNameProc _glGetActiveUniformBlockName;
        UniformBlockBindingProc _glUniformBlockBinding;

        // ARB_get_program_binary
        GetProgramBinaryProc _glGetProgramBinary;
        ProgramBinaryProc _glProgramBinary;

        // ARB_gpu_shader_fp64
        Uniform1dProc _glUniform1d;
        Uniform2dProc _glUniform2d;
        Uniform3dProc _glUniform3d;
        Uniform4dProc _glUniform4d;
        Uniform1dvProc _glUniform1dv;
        Uniform2dvProc _glUniform2dv;
        Uniform3dvProc _glUniform3dv;
        Uniform4dvProc _glUniform4dv;
        UniformMatrix2dvProc _glUniformMatrix2dv;
        UniformMatrix3dvProc _glUniformMatrix3dv;
        UniformMatrix4dvProc _glUniformMatrix4dv;
        UniformMatrix2x3dvProc _glUniformMatrix2x3dv;
        UniformMatrix3x2dvProc _glUniformMatrix3x2dv;
        UniformMatrix2x4dvProc _glUniformMatrix2x4dv;
        UniformMatrix4x2dvProc _glUniformMatrix4x2dv;
        UniformMatrix3x4dvProc _glUniformMatrix3x4dv;
        UniformMatrix4x3dvProc _glUniformMatrix4x3dv;

        // ARB_shader_atomic_counters
        GetActiveAtomicCounterBufferivProc _glGetActiveAtomicCounterBufferiv;

        // ARB_compute_shader
        DispatchComputeProc _glDispatchCompute;
};

}

#endif