>>60906270
Here's something that I've written:
CreateShader = (PFNGLCREATESHADERPROC)glfwGetProcAddress("glCreateShader");
if (CreateShader == nullptr) return LOAD_GL_FUNCTION_NULL;
DeleteShader = (PFNGLDELETESHADERPROC)glfwGetProcAddress("glDeleteShader");
if (DeleteShader == nullptr) return LOAD_GL_FUNCTION_NULL;
ShaderSource = (PFNGLSHADERSOURCEPROC)glfwGetProcAddress("glShaderSource");
if (ShaderSource == nullptr) return LOAD_GL_FUNCTION_NULL;
CompileShader = (PFNGLCOMPILESHADERPROC)glfwGetProcAddress("glCompileShader");
if (CompileShader == nullptr) return LOAD_GL_FUNCTION_NULL;
CreateProgram = (PFNGLCREATEPROGRAMPROC)glfwGetProcAddress("glCreateProgram");
if (CreateProgram == nullptr) return LOAD_GL_FUNCTION_NULL;
AttachShader = (PFNGLATTACHSHADERPROC)glfwGetProcAddress("glAttachShader");
if (AttachShader == nullptr) return LOAD_GL_FUNCTION_NULL;
LinkProgram = (PFNGLLINKPROGRAMPROC)glfwGetProcAddress("glLinkProgram");
if (LinkProgram == nullptr) return LOAD_GL_FUNCTION_NULL;
UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)glfwGetProcAddress("glUniformMatrix4fv");
if (UniformMatrix4fv == nullptr) return LOAD_GL_FUNCTION_NULL;
Uniform4f = (PFNGLUNIFORM4FPROC)glfwGetProcAddress("glUniform4f");
if (Uniform4f == nullptr) return LOAD_GL_FUNCTION_NULL;
Uniform3f = (PFNGLUNIFORM3FPROC)glfwGetProcAddress("glUniform3f");
if (Uniform3f == nullptr) return LOAD_GL_FUNCTION_NULL;
Uniform2f = (PFNGLUNIFORM2FPROC)glfwGetProcAddress("glUniform2f");
if (Uniform2f == nullptr) return LOAD_GL_FUNCTION_NULL;
Uniform1f = (PFNGLUNIFORM1FPROC)glfwGetProcAddress("glUniform1f");
if (Uniform1f == nullptr) return LOAD_GL_FUNCTION_NULL;
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