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@@ -2840,7 +2840,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#elif IPHONE_ENABLED
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+#elif defined(IPHONE_ENABLED)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
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@@ -2848,7 +2848,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#elif ANDROID_ENABLED
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+#elif defined(ANDROID_ENABLED)
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// In GLES2 Android Blit is not available, so just copy color texture manually
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// In GLES2 Android Blit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
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@@ -3579,7 +3579,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#elif IPHONE_ENABLED
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+#elif defined(IPHONE_ENABLED)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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@@ -3587,7 +3587,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#elif ANDROID_ENABLED
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+#elif defined(ANDROID_ENABLED)
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// In GLES2 AndroidBlit is not available, so just copy color texture manually
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// In GLES2 AndroidBlit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
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