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@@ -113,7 +113,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &shadow_atlas->depth);
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glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@@ -525,7 +525,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rpi->depth);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, size, size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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if (rpi->cubemap != 0) {
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glDeleteTextures(1, &rpi->cubemap);
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@@ -3271,7 +3271,7 @@ void RasterizerSceneGLES2::initialize() {
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for (int i = 0; i < 6; i++) {
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- glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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+ glTexImage2D(_cube_side_enum[i], 0, storage->config.depth_internalformat, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -3305,7 +3305,7 @@ void RasterizerSceneGLES2::initialize() {
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glGenTextures(1, &directional_shadow.depth);
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glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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