diff --git a/.github/gles.patch b/.github/gles.patch
index 99258011..049fc65b 100644
--- a/.github/gles.patch
+++ b/.github/gles.patch
@@ -21,7 +21,7 @@ index 990e2f80..2e7842ac 100644
  
  void main() {
 diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
-index 23c5c4cb..a9851a8b 100644
+index d622b97e..8aa434f2 100644
 --- a/src/host_shaders/opengl_fragment_shader.frag
 +++ b/src/host_shaders/opengl_fragment_shader.frag
 @@ -1,4 +1,5 @@
@@ -31,7 +31,7 @@ index 23c5c4cb..a9851a8b 100644
  
  in vec4 v_quaternion;
  in vec4 v_colour;
-@@ -189,11 +190,17 @@ float lutLookup(uint lut, int index) {
+@@ -164,11 +165,17 @@ float lutLookup(uint lut, int index) {
  	return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
  }
  
@@ -50,8 +50,8 @@ index 23c5c4cb..a9851a8b 100644
  }
  
  // Convert an arbitrary-width floating point literal to an f32
-@@ -257,16 +264,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
- 	// If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
+@@ -208,16 +215,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
+ 
  	bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
  
 -	if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
@@ -70,26 +70,23 @@ index 23c5c4cb..a9851a8b 100644
  	switch (input_id) {
  		case 0u: {
  			delta = dot(normal, normalize(half_vector));
-@@ -285,14 +292,14 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
- 			break;
- 		}
- 		case 4u: {
--			// These are ints so that bitfieldExtract sign extends for us
-+			// These are ints so that bitfieldExtractCompat sign extends for us
- 			int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
- 			int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));
+@@ -239,11 +246,11 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
+ 			uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146u + (light_id << 4u));
+ 			uint GPUREG_LIGHTi_SPOTDIR_HIGH = readPicaReg(0x0147u + (light_id << 4u));
  
- 			// These are fixed point 1.1.11 values, so we need to convert them to float
--			float x = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
--			float y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
--			float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
-+			float x = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
-+			float y = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
-+			float z = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
- 			vec3 spotlight_vector = vec3(x, y, z);
- 			delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
- 			break;
-@@ -310,9 +317,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
+-			// Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions
++			// Sign extend them. Normally bitfieldExtractCompat would do that but it's missing on some versions
+ 			// of GLSL so we do it manually
+-			int se_x = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
+-			int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
+-			int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
++			int se_x = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
++			int se_y = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
++			int se_z = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
+ 
+ 			if (se_x & 0x1000) se_x |= 0xffffe000;
+ 			if (se_y & 0x1000) se_y |= 0xffffe000;
+@@ -270,9 +277,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
  	}
  
  	// 0 = enabled
@@ -101,7 +98,7 @@ index 23c5c4cb..a9851a8b 100644
  			delta = max(delta, 0.0);
  		} else {
  			delta = abs(delta);
-@@ -339,7 +346,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+@@ -299,7 +306,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  	unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
  
  	uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
@@ -110,7 +107,7 @@ index 23c5c4cb..a9851a8b 100644
  		primary_color = secondary_color = vec4(0.0);
  		return;
  	}
-@@ -356,7 +363,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+@@ -316,7 +323,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  	GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
  	GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);
  
@@ -118,8 +115,8 @@ index 23c5c4cb..a9851a8b 100644
 +	uint bump_mode = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 28, 2);
  
  	// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
- 	// Could be because the texture is not sampled correctly, may need the clamp/border color configurations
-@@ -370,15 +377,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+ 	switch (bump_mode) {
+@@ -329,15 +336,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  	vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
  	vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
  
@@ -138,7 +135,7 @@ index 23c5c4cb..a9851a8b 100644
  
  		uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
  		uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
-@@ -390,12 +397,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+@@ -349,12 +356,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  
  		float light_distance;
  		vec3 light_position = vec3(
@@ -154,7 +151,7 @@ index 23c5c4cb..a9851a8b 100644
  			light_vector = light_position + v_view;
  		}
  
-@@ -411,14 +418,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+@@ -370,23 +377,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  		float NdotL = dot(normal, light_vector);  // N dot Li
  
  		// Two sided diffuse
@@ -172,9 +169,8 @@ index 23c5c4cb..a9851a8b 100644
  		if (use_geo_0 || use_geo_1) {
  			geometric_factor = dot(half_vector, half_vector);
  			geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
-@@ -430,9 +437,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
- 		// fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
- 		// See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
+ 		}
+ 
  		float distance_attenuation = 1.0;
 -		if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
 -			uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
@@ -185,7 +181,7 @@ index 23c5c4cb..a9851a8b 100644
  
  			float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
  			float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
-@@ -477,8 +484,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
+@@ -431,8 +438,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
  		specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
  	}
  
@@ -229,10 +225,10 @@ index 057f9a88..dc735ced 100644
  	v_quaternion = a_quaternion;
  }
 diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp
-index 9997e63b..5d9d7804 100644
+index 828fb784..a1861b77 100644
 --- a/third_party/opengl/opengl.hpp
 +++ b/third_party/opengl/opengl.hpp
-@@ -561,22 +561,22 @@ namespace OpenGL {
+@@ -568,22 +568,22 @@ namespace OpenGL {
  	static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
  	static void enableBlend() { glEnable(GL_BLEND); }
  	static void disableBlend() { glDisable(GL_BLEND); }