First, Sorry, I'm not sure where to report documentation issues. If it's wrong here, can you please move it to the right place? Thank you!
Blender Version
Broken: 2.75
Worked: 2.73 (?)
Several GPU uniform types have been added, which are not documented yet, on
http://www.blender.org/api/blender_python_api_2_75_release/gpu.html#glsl-uniform-type
Some results of our own research:
GPU_DYNAMIC_AMBIENT_COLOR world.ambient_color
GPU_DYNAMIC_HORIZON_COLOR world.horizon_color
GPU_DYNAMIC_LAMP_ATT1 lamp.linear_attenuation(?) ... or swapped with ATT2?
GPU_DYNAMIC_LAMP_ATT2 lamp.quadratic_attenuation(?) ... or swapped with ATT1?
GPU_DYNAMIC_LAMP_DISTANCE lamp.distance (?)
GPU_DYNAMIC_LAMP_SPOTBLEND lamp.spot_blend
GPU_DYNAMIC_LAMP_SPOTSIZE lamp.spot_size
GPU_DYNAMIC_MAT_ALPHA material.alpha
GPU_DYNAMIC_MAT_AMB material.ambient (ambient intensity)
GPU_DYNAMIC_MAT_DIFFRGB material.diffuse_color
GPU_DYNAMIC_MAT_EMIT material.emit
GPU_DYNAMIC_MAT_HARD material.specular_hardness (?)
GPU_DYNAMIC_MAT_REF material.specular_ior (?????)
GPU_DYNAMIC_MAT_SPEC material.specular_intensity
GPU_DYNAMIC_MAT_SPECRGB material.specular_color
GPU_DYNAMIC_MIST_COLOR ???
GPU_DYNAMIC_MIST_DISTANCE world.mist_settings.depth(???)
GPU_DYNAMIC_MIST_ENABLE world.mist_settings.use_mist
GPU_DYNAMIC_MIST_INTENSITY world.mist_settings.intensity
GPU_DYNAMIC_MIST_START world.mist_settings.start
GPU_DYNAMIC_MIST_TYPE // world.mist_settings.falloff (???)