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@@ -107,7 +107,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &shadow_atlas->depth);
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glGenTextures(1, &shadow_atlas->depth);
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glBindTexture(GL_TEXTURE_2D, 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_COMPONENT16, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -2426,7 +2426,7 @@ void RasterizerSceneGLES2::initialize() {
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
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for (int i = 0; i < 6; i++) {
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for (int i = 0; i < 6; i++) {
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- glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT16, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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+ glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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}
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -2460,7 +2460,7 @@ void RasterizerSceneGLES2::initialize() {
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glGenTextures(1, &directional_shadow.depth);
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glGenTextures(1, &directional_shadow.depth);
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glBindTexture(GL_TEXTURE_2D, 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_COMPONENT16, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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