# GL_OES_point_sprite
[ "POINT_SPRITE_NV", "CONTEXT_BOOL(Point.PointSprite), extra_NV_point_sprite_ARB_point_sprite" ],
-# GL_ARB_fragment_shader
- [ "MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), extra_ARB_fragment_shader" ],
-
# GL_ARB_vertex_shader
- [ "MAX_VERTEX_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), extra_ARB_vertex_shader" ],
[ "MAX_VARYING_FLOATS_ARB", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_vertex_shader" ],
# GL_EXT_texture_lod_bias
# Enums in OpenGL and ES 3.0
{ "apis": ["GL", "GL_CORE", "GLES3"], "params": [
+# GL_ARB_fragment_shader
+ [ "MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), extra_ARB_fragment_shader" ],
+
# GL_ARB_framebuffer_object
[ "MAX_SAMPLES", "CONTEXT_INT(Const.MaxSamples), extra_ARB_framebuffer_object_EXT_framebuffer_multisample" ],
[ "UNIFORM_BUFFER_OFFSET_ALIGNMENT", "CONTEXT_INT(Const.UniformBufferOffsetAlignment), extra_ARB_uniform_buffer_object" ],
[ "UNIFORM_BUFFER_BINDING", "LOC_CUSTOM, TYPE_INT, 0, extra_ARB_uniform_buffer_object" ],
+# GL_ARB_vertex_shader
+ [ "MAX_VERTEX_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), extra_ARB_vertex_shader" ],
+
# GL_EXT_pixel_buffer_object
[ "PIXEL_PACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ],
[ "PIXEL_UNPACK_BUFFER_BINDING_EXT", "LOC_CUSTOM, TYPE_INT, 0, extra_EXT_pixel_buffer_object" ],