Update shaders_deferred_render.c for GLES3
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394cf928e2
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@ -294,12 +294,12 @@ int main(void)
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rlEnableColorBlend();
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rlEnableColorBlend();
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EndMode3D();
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EndMode3D();
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#ifdef PLATFORM_DESKTOP
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//#ifdef PLATFORM_DESKTOP
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// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
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rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
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rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
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rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
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rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
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rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
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#endif
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//#endif
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rlDisableFramebuffer();
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rlDisableFramebuffer();
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// Since our shader is now done and disabled, we can draw spheres
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// Since our shader is now done and disabled, we can draw spheres
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