<enum name="MAX_VARYING_VECTORS" value="0x8DFC"/>
<enum name="MAX_FRAGMENT_UNIFORM_VECTORS" value="0x8DFD"/>
- <function name="GetShaderPrecisionFormat" offset="assign" es2="2.0">
+ <function name="GetShaderPrecisionFormat" es2="2.0">
<param name="shadertype" type="GLenum"/>
<param name="precisiontype" type="GLenum"/>
<param name="range" type="GLint *"/>
<param name="precision" type="GLint *"/>
</function>
- <function name="ReleaseShaderCompiler" offset="assign" es2="2.0">
+ <function name="ReleaseShaderCompiler" es2="2.0">
</function>
- <function name="ShaderBinary" offset="assign" es2="2.0">
+ <function name="ShaderBinary" es2="2.0">
<param name="n" type="GLsizei"/>
- <param name="shaders" type="const GLuint *"/>
+ <param name="shaders" type="const GLuint *" count="n"/>
<param name="binaryformat" type="GLenum"/>
- <param name="binary" type="const GLvoid *"/>
+ <param name="binary" type="const GLvoid *" count="length"/>
<param name="length" type="GLsizei"/>
</function>
<enum name="IMPLEMENTATION_COLOR_READ_FORMAT" value="0x8B9B"/>
<!-- from GL_OES_single_precision -->
- <function name="ClearDepthf" offset="assign" es1="1.0" es2="2.0">
+ <function name="ClearDepthf" es1="1.0" es2="2.0">
<param name="depth" type="GLclampf"/>
</function>
- <function name="DepthRangef" offset="assign" es1="1.0" es2="2.0">
+ <function name="DepthRangef" es1="1.0" es2="2.0">
<param name="zNear" type="GLclampf"/>
<param name="zFar" type="GLclampf"/>
</function>