{ ON, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ OFF, "GL_ARB_draw_elements_base_vertex", F(ARB_draw_elements_base_vertex) },
{ OFF, "GL_ARB_draw_instanced", F(ARB_draw_instanced) },
+ { OFF, "GL_ARB_explicit_attrib_location", F(ARB_explicit_attrib_location) },
{ 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) },
{ OFF, "GL_ARB_framebuffer_object", F(ARB_framebuffer_object) },
- { OFF, "GL_ARB_explicit_attrib_location", F(ARB_explicit_attrib_location) },
/* TODO: reenable this when the new GLSL compiler actually supports them */
/* { OFF, "GL_ARB_geometry_shader4", F(ARB_geometry_shader4) }, */
{ OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) },
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_explicit_attrib_location = GL_TRUE;
ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;