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@@ -53,7 +53,11 @@ SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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+#if __NACL__ || __ANDROID__
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+SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *))
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+#else
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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+#endif
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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