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caps/CapsList.lua

 		{
 			cat = "Geometry Shader Limits",
 			{
-				name="GL_MAX_GEOMETRY_UNIFORM_COMPONENTS", desc="Uniform Components",
+				name="GL_MAX_GEOMETRY_UNIFORM_COMPONENTS", desc="Max Uniform Components",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS", desc="Texture Units",
+				name="GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS", desc="Max Texture Units",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_OUTPUT_COMPONENTS", desc="Per vertex output components",
+				name="GL_MAX_GEOMETRY_OUTPUT_COMPONENTS", desc="Max per-vertex output components",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_OUTPUT_VERTICES", desc="Output Vertices",
+				name="GL_MAX_GEOMETRY_OUTPUT_VERTICES", desc="Max output vertices",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS", desc="Total component output",
+				name="GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS", desc="Maximum total component output",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_INPUT_COMPONENTS", desc="Input Components",
+				name="GL_MAX_GEOMETRY_INPUT_COMPONENTS", desc="Max Input Components",
 				type="int",
 				version="3.2",
 			},
 			{
-				name="GL_MAX_GEOMETRY_UNIFORM_BLOCKS", desc="Uniform Blocks",
+				name="GL_MAX_GEOMETRY_UNIFORM_BLOCKS", desc="Max Uniform Blocks",
 				type="int",
 				version="3.2",
 			},