[android] Fix build with mismatching glShaderSource signature
Not all GL implementations are following the glShaderSource signature specified by Khronos for GLES20. https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glShaderSource.xml
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@@ -102,7 +102,12 @@ void (* const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void
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void (* const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorage;
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void (* const glSampleCoverage)(GLfloat, GLboolean) = ::glSampleCoverage;
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void (* const glScissor)(GLint, GLint, GLsizei, GLsizei) = ::glScissor;
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void (* const glShaderSource)(GLuint, GLsizei, const GLchar * const*, const GLint *) = ::glShaderSource;
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// Some implementations use `const GLchar* const*` and others `const GLchar**`.
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void (* const glShaderSource)(GLuint, GLsizei, const GLchar * const*, const GLint *) = [](GLuint shader, GLsizei count, const GLchar * const * string, const GLint *length) {
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::glShaderSource(shader, count, const_cast<const GLchar **>(string), length);
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};
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void (* const glStencilFunc)(GLenum, GLint, GLuint) = ::glStencilFunc;
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void (* const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = ::glStencilFuncSeparate;
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void (* const glStencilMask)(GLuint) = ::glStencilMask;
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