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Use renderbuffer depth for post-process buffers when appropriate
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@ -4914,7 +4914,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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bool used_depth = false;
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if (j == 0 && i == 0) { //use always
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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if (config.support_depth_texture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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} else {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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}
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used_depth = true;
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}
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