void glSampleCoverage( GLfloat value, GLboolean invert); void glSampleMaski( GLuint maskNumber, GLbitfield mask); void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param); void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params); void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params); void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params); void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params); void glScissor( GLint x, GLint y, GLsizei width, GLsizei height); void glScissorArrayv( GLuint first, GLsizei count, const GLint *v); void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); void glScissorIndexedv( GLuint index, const GLint *v); void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length); void glStencilFunc( GLenum func, GLint ref, GLuint mask); void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMask( GLuint mask); void glStencilMaskSeparate( GLenum face, GLuint mask); void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass); void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);