--- a/src/MacSrc/Shock.c	2026-07-19 21:10:52.654910439 +0200
+++ b/src/MacSrc/Shock.c	2026-07-19 21:10:52.658910394 +0200
@@ -167,9 +167,21 @@
     }
 
     // TODO: figure out some universal set of settings that work...
+#ifdef __ANDROID__
+    // Desktop GL's compatibility/core profile split doesn't exist on
+    // Android - EGL only ever gives out GLES contexts. Quest hardware
+    // (Adreno on the XR2/XR2 Gen 2) supports GLES 3.2, which - unlike
+    // GLES 2.0 - has GL_UNPACK_ROW_LENGTH and GL_CLAMP_TO_BORDER as core
+    // (see android/engine-patches/04-android-opengl-es-render.patch),
+    // avoiding needing workarounds for either in OpenGL.cc.
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
