Update shaders_deferred_render.c - correct typo
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@ -165,7 +165,7 @@ int main(void)
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
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// Finally we attach the depth buffer.
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gBuffer.depthRenderbuffer = custom_rlLoadRenderbufferDepth(screenWidth, screenHeight);
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gBuffer.depthRenderbuffer = custom_LoadRenderbufferDepth(screenWidth, screenHeight);
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rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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// Make sure our framebuffer is complete.
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