{ OFF, "GL_ARB_depth_clamp", F(ARB_depth_clamp) },
{ ON, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ OFF, "GL_ARB_draw_elements_base_vertex", F(ARB_draw_elements_base_vertex) },
- /* TODO: uncomment the following line once GLSL layout(...) support is implemented */
- /* { OFF, "GL_ARB_fragment_coord_conventions", F(ARB_fragment_coord_conventions) }, */
+ { OFF, "GL_ARB_fragment_coord_conventions", F(ARB_fragment_coord_conventions) },
{ OFF, "GL_ARB_fragment_program", F(ARB_fragment_program) },
{ OFF, "GL_ARB_fragment_program_shadow", F(ARB_fragment_program_shadow) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
ctx->Extensions.ARB_depth_texture = GL_TRUE;
/*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
+ ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;