OpenGL ES 3.0: Programming Guide, Second Edition (2014)
Chapter 1. Introduction to OpenGL ES 3.0
Chapter 2. Hello Triangle: An OpenGL ES 3.0 Example
Chapter 3. An Introduction to EGL
Chapter 4. Shaders and Programs
Chapter 5. OpenGL ES Shading Language
Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects
Chapter 7. Primitive Assembly and Rasterization
Chapter 11. Fragment Operations
Chapter 12. Framebuffer Objects
Chapter 13. Sync Objects and Fences
Chapter 14. Advanced Programming with OpenGL ES 3.0
Chapter 16. OpenGL ES Platforms
Appendix B. Built-In Functions