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Make FrameBuffer_AttachDepthBuffer() GLES2 compatible.
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@ -403,6 +403,8 @@ void _initDepthTexture()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.top->fbo);
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frameBuffer.top->pDepthBuffer = depthBuffer.top;
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DepthBuffer_ClearBuffer();
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#else
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depthBuffer.top->depth_texture = NULL;
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#endif // GLES2
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}
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@ -413,14 +415,18 @@ void FrameBuffer_AttachDepthBuffer()
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_initDepthTexture();
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frameBuffer.top->pDepthBuffer = depthBuffer.top;
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer.top->renderbuf);
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#ifndef GLES2
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GLuint attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
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glDrawBuffers(2, attachments);
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glBindImageTexture(depthImageUnit, depthBuffer.top->depth_texture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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#endif
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assert(checkFBO());
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} else if (frameBuffer.top != NULL) {
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frameBuffer.top->pDepthBuffer = 0;
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frameBuffer.top->pDepthBuffer = NULL;
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#ifndef GLES2
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GLuint attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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#endif
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assert(checkFBO());
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}
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Combiner_UpdateCombineDepthInfo();
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