s/GL_SHADER_PROGRAM/GL_SHADER_PROGRAM_MESA/ (a Mesa-specific token)
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 93442b9..9dc7b11 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -629,7 +629,7 @@
    }
    else {
       struct gl_shader_program *shProg = (struct gl_shader_program *) data;
-      ASSERT(shProg->Type == GL_SHADER_PROGRAM);
+      ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
       _mesa_free_shader_program(ctx, shProg);
    }
 }
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 89cdc79..0044494 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -47,7 +47,7 @@
 /**
  * Special, internal token
  */
-#define GL_SHADER_PROGRAM 0x9999
+#define GL_SHADER_PROGRAM_MESA 0x9999
 
 
 /**
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 41646e7..004c9c8 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -58,7 +58,7 @@
    struct gl_shader_program *shProg;
    shProg = CALLOC_STRUCT(gl_shader_program);
    if (shProg) {
-      shProg->Type = GL_SHADER_PROGRAM;
+      shProg->Type = GL_SHADER_PROGRAM_MESA;
       shProg->Name = name;
       shProg->RefCount = 1;
       shProg->Attributes = _mesa_new_parameter_list();
@@ -114,7 +114,7 @@
 {
    GLuint i;
 
-   assert(shProg->Type == GL_SHADER_PROGRAM);
+   assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
 
    _mesa_clear_shader_program_data(ctx, shProg);
 
@@ -204,7 +204,7 @@
        * in the same hash table.  Check the object's type to be sure it's
        * what we're expecting.
        */
-      if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
+      if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
          return NULL;
       }
       return shProg;
@@ -308,7 +308,7 @@
        * in the same hash table.  Check the object's type to be sure it's
        * what we're expecting.
        */
-      if (sh && sh->Type == GL_SHADER_PROGRAM) {
+      if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
          assert(sh->Type == GL_VERTEX_SHADER ||
                 sh->Type == GL_FRAGMENT_SHADER);
          return NULL;