diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c index 148494be3..b11e23580 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_render.c @@ -294,12 +294,12 @@ int main(void) rlEnableColorBlend(); EndMode3D(); -#ifdef PLATFORM_DESKTOP +//#ifdef PLATFORM_DESKTOP // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer. rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer); rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0); rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT -#endif +//#endif rlDisableFramebuffer(); // Since our shader is now done and disabled, we can draw spheres