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@@ -4007,7 +4007,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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glGenRenderbuffers(1, &rt->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
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+#ifdef JAVASCRIPT_ENABLED
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
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+#else
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glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
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+#endif
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@@ -4218,7 +4222,11 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
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glGenRenderbuffers(1, &cls->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
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- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, cls->size, cls->height);
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+#ifdef JAVASCRIPT_ENABLED
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
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+#else
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+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height);
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+#endif
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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