#GLES 2.0 Core (minus GLES 1.1 core+ext functions)
glAttachShader: [void, GLuint program, GLuint shader]
glBindAttribLocation: [void, GLuint program, GLuint index, const GLchar * name]
glBindBuffer: [void, GLenum target, GLuint buffer]
glBufferData: [void, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage]
glBufferSubData: [void, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid
    * data]
glCompileShader: [void, GLuint shader]
glCreateProgram: [GLuint]
glCreateShader: [GLuint, GLenum type]
glDeleteBuffers: [void, GLsizei n, const GLuint * buffer]
glDeleteProgram: [void, GLuint program]
glDeleteShader: [void, GLuint shader]
glDetachShader: [void, GLuint program, GLuint shader]
glDisableVertexAttribArray: [void, GLuint index]
glEnableVertexAttribArray: [void, GLuint index]
glGenBuffers: [void, GLsizei n, GLuint * buffer]
glGetActiveAttrib: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei *
    length, GLint * size, GLenum * type, GLchar * name]
glGetActiveUniform: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei
    * length, GLint * size, GLenum * type, GLchar * name]
glGetAttachedShaders: [void, GLuint program, GLsizei maxCount, GLsizei * count, GLuint
    * obj]
glGetAttribLocation: [GLint, GLuint program, const GLchar * name]
glGetBufferParameteriv: [void, GLenum target, GLenum pname, GLint * params]
glGetProgramInfoLog: [void, GLuint program, GLsizei bufSize, GLsizei * length, GLchar
    * infoLog]
glGetProgramiv: [void, GLuint program, GLenum pname, GLint * params]
glGetShaderInfoLog: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
    * infoLog]
glGetShaderPrecisionFormat: [void, GLenum shadertype, GLenum precisiontype, GLint
    * range, GLint * precision]
glGetShaderSource: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
    * source]
glGetShaderiv: [void, GLuint shader, GLenum pname, GLint * params]
glGetUniformLocation: [GLint, GLuint program, const GLchar * name]
glGetUniformfv: [void, GLuint program, GLint location, GLfloat * params]
glGetUniformiv: [void, GLuint program, GLint location, GLint * params]
glGetVertexAttribPointerv: [void, GLuint index, GLenum pname, GLvoid ** pointer]
glGetVertexAttribfv: [void, GLuint index, GLenum pname, GLfloat * params]
glGetVertexAttribiv: [void, GLuint index, GLenum pname, GLint * params]
glIsBuffer: [GLboolean, GLuint buffer]
glIsProgram: [GLboolean, GLuint program]
glIsShader: [GLboolean, GLuint shader]
glLinkProgram: [void, GLuint program]
glReleaseShaderCompiler: [void]
glShaderBinary: [void, GLsizei n, const GLuint * shaders, GLenum binaryformat, const
    GLvoid * binary, GLsizei length]
glShaderSource: [void, GLuint shader, GLsizei count, const GLchar * const * string,
  const GLint * length]
glStencilFuncSeparate: [void, GLenum face, GLenum func, GLint ref, GLuint mask]
glStencilMaskSeparate: [void, GLenum face, GLuint mask]
glStencilOpSeparate: [void, GLenum face, GLenum sfail, GLenum zfail, GLenum zpass]
glUniform1f: [void, GLint location, GLfloat v0]
glUniform1fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform1i: [void, GLint location, GLint v0]
glUniform1iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform2f: [void, GLint location, GLfloat v0, GLfloat v1]
glUniform2fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform2i: [void, GLint location, GLint v0, GLint v1]
glUniform2iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform3f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2]
glUniform3fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform3i: [void, GLint location, GLint v0, GLint v1, GLint v2]
glUniform3iv: [void, GLint location, GLsizei count, const GLint * value]
glUniform4f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3]
glUniform4fv: [void, GLint location, GLsizei count, const GLfloat * value]
glUniform4i: [void, GLint location, GLint v0, GLint v1, GLint v2, GLint v3]
glUniform4iv: [void, GLint location, GLsizei count, const GLint * value]
glUniformMatrix2fv: [void, GLint location, GLsizei count, GLboolean transpose, const
    GLfloat * value]
glUniformMatrix3fv: [void, GLint location, GLsizei count, GLboolean transpose, const
    GLfloat * value]
glUniformMatrix4fv: [void, GLint location, GLsizei count, GLboolean transpose, const
    GLfloat * value]
glUseProgram: [void, GLuint program]
glValidateProgram: [void, GLuint program]
glVertexAttrib1f: [void, GLuint index, GLfloat x]
glVertexAttrib1fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib2f: [void, GLuint index, GLfloat x, GLfloat y]
glVertexAttrib2fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib3f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z]
glVertexAttrib3fv: [void, GLuint index, const GLfloat * v]
glVertexAttrib4f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w]
glVertexAttrib4fv: [void, GLuint index, const GLfloat * v]
glVertexAttribPointer: [void, GLuint index, GLint size, GLenum type, GLboolean normalized,
  GLsizei stride, const GLvoid * pointer]


#Other function, probably in no GLES version
glFogCoordf: [void, GLfloat coord]
glFogCoordfv: [void, const GLfloat * coord]
glFogCoordPointer: [void, GLenum type, GLsizei stride, const GLvoid * pointer]
