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@@ -1107,7 +1107,7 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
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}
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glBindVertexArray(0);
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glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
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@@ -1148,7 +1148,7 @@ Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bo
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copy_effects->copy_cube_to_panorama(p_bake_irradiance ? float(sky->mipmap_count) : 0.0);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glDeleteFramebuffers(1, &rad_fbo);
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// Create a dummy texture so we can use texture_2d_get.
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RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
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@@ -2303,7 +2303,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
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scene_state.enable_gl_depth_draw(true);
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glDisable(GL_CULL_FACE);
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scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) {
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@@ -3573,7 +3573,7 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
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_render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
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glColorMask(1, 1, 1, 1);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region) {
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@@ -3655,7 +3655,7 @@ void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *
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GLuint db = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &db);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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}
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@@ -3759,7 +3759,7 @@ void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES
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copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
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glBindTexture(GL_TEXTURE_2D, 0);
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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}
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}
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if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
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