RFL_SEPARATE_SHADER_OBJECTS=4,// we need this extension for glProgramUniform. On hardware not supporting it we need some rather clumsy workarounds
RFL_BUFFER_STORAGE=8,// allows persistently mapped buffers, which are the only efficient way to actually use a dynamic vertex buffer. If this isn't present, a workaround with uniform arrays is used.
RFL_SHADER_STORAGE_BUFFER=16,// to be used later for a parameter buffer