diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c index f0e0cc72c..944096e5c 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_render.c @@ -165,7 +165,7 @@ int main(void) rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0); // Finally we attach the depth buffer. - gBuffer.depthRenderbuffer = custom_rlLoadRenderbufferDepth(screenWidth, screenHeight); + gBuffer.depthRenderbuffer = custom_LoadRenderbufferDepth(screenWidth, screenHeight); rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); // Make sure our framebuffer is complete.