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@@ -80,8 +80,6 @@ typedef char GLchar;
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#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
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#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT GL_FRAMEBUFFER_INCOMPLETE_FORMATS
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#define GL_DEPTH_ATTACHMENT_EXT GL_DEPTH_ATTACHMENT
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-#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
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-#define GL_COLOR_ATTACHMENT1_EXT (GL_COLOR_ATTACHMENT0 + 1)
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#define GL_STENCIL_ATTACHMENT_EXT GL_STENCIL_ATTACHMENT
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#define GL_DEPTH_STENCIL GL_DEPTH_STENCIL_OES
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#define GL_DEPTH_STENCIL_EXT GL_DEPTH_STENCIL_OES
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@@ -89,7 +87,6 @@ typedef char GLchar;
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#define GL_DEPTH24_STENCIL8_EXT GL_DEPTH24_STENCIL8_OES
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#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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#define GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT32_OES
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-#define GL_TEXTURE_3D GL_TEXTURE_3D_OES
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#define GL_MAX_3D_TEXTURE_SIZE GL_MAX_3D_TEXTURE_SIZE_OES
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#define GL_SAMPLER_3D GL_SAMPLER_3D_OES
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#define GL_BGRA GL_BGRA_EXT
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@@ -121,13 +118,22 @@ typedef char GLchar;
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#define GL_COMPARE_R_TO_TEXTURE_ARB GL_COMPARE_REF_TO_TEXTURE_EXT
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#define GL_SAMPLER_2D_SHADOW GL_SAMPLER_2D_SHADOW_EXT
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#define GL_MAX_DRAW_BUFFERS GL_MAX_DRAW_BUFFERS_NV
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-#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE
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-#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE
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#define GL_SRC1_COLOR GL_SRC1_COLOR_EXT
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#define GL_ONE_MINUS_SRC1_COLOR GL_ONE_MINUS_SRC1_COLOR_EXT
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#define GL_SRC1_ALPHA GL_SRC1_ALPHA_EXT
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#define GL_ONE_MINUS_SRC1_ALPHA GL_ONE_MINUS_SRC1_ALPHA_EXT
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+#define GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
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+#define GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE_KHR
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+#define GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH_KHR
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+#define GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM_KHR
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+#define GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW_KHR
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+#define GL_DEBUG_SEVERITY_NOTIFICATION GL_DEBUG_SEVERITY_NOTIFICATION_KHR
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+#define GL_BUFFER GL_BUFFER_KHR
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+#define GL_SHADER GL_SHADER_KHR
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+#define GL_PROGRAM GL_PROGRAM_KHR
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+#define GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_KHR
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+
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// For GLES 3 compat - need a better solution for this
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#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x1
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#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x2
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