@@ -88,22 +88,9 @@ void gr_opengl_deferred_lighting_begin(bool clearNonColorBufs)
8888 } else {
8989 // Copy the existing color data into the emissive part of the G-buffer since everything that already existed is
9090 // treated as emissive
91- #ifndef USE_OPENGL_ES
9291 glDrawBuffer (GL_COLOR_ATTACHMENT4 );
9392 glReadBuffer (GL_COLOR_ATTACHMENT0 );
9493 glBlitFramebuffer (0 , 0 , gr_screen.max_w , gr_screen.max_h , 0 , 0 , gr_screen.max_w , gr_screen.max_h , GL_COLOR_BUFFER_BIT , GL_NEAREST );
95- #else
96- // one again ES does not consider GL_COLOR_ATTACHMENT4 as valid draw buffer
97- GLint prev_read_fbo = 0 , prev_tex2d = 0 ;
98- glGetIntegerv (GL_READ_FRAMEBUFFER_BINDING , &prev_read_fbo);
99- glGetIntegerv (GL_TEXTURE_BINDING_2D , &prev_tex2d);
100- glBindFramebuffer (GL_READ_FRAMEBUFFER , Scene_framebuffer);
101- glReadBuffer (GL_COLOR_ATTACHMENT0 );
102- glBindTexture (GL_TEXTURE_2D , Scene_emissive_texture);
103- glCopyTexSubImage2D (GL_TEXTURE_2D , 0 , 0 , 0 , 0 , 0 , gr_screen.max_w , gr_screen.max_h );
104- glBindTexture (GL_TEXTURE_2D , prev_tex2d);
105- glBindFramebuffer (GL_READ_FRAMEBUFFER , prev_read_fbo);
106- #endif
10794 }
10895
10996 glDrawBuffers (6 , buffers);
@@ -244,7 +231,6 @@ void gr_opengl_deferred_lighting_finish()
244231
245232 opengl_shader_set_current (gr_opengl_maybe_create_shader (SDR_TYPE_DEFERRED_LIGHTING , ENVMAP > 0 ? SDR_FLAG_ENV_MAP : 0 ));
246233
247- #ifndef USE_OPENGL_ES
248234 glDrawBuffer (GL_COLOR_ATTACHMENT5 );
249235 glReadBuffer (GL_COLOR_ATTACHMENT4 );
250236 glBlitFramebuffer (0 ,
@@ -257,18 +243,6 @@ void gr_opengl_deferred_lighting_finish()
257243 gr_screen.max_h ,
258244 GL_COLOR_BUFFER_BIT ,
259245 GL_NEAREST );
260- #else
261- // Another case of ES not considering GL_COLOR_ATTACHMENT5 as valid draw buffer
262- GLint prev_read_fbo = 0 , prev_tex2d = 0 ;
263- glGetIntegerv (GL_READ_FRAMEBUFFER_BINDING , &prev_read_fbo);
264- glGetIntegerv (GL_TEXTURE_BINDING_2D , &prev_tex2d);
265- glBindFramebuffer (GL_READ_FRAMEBUFFER , Scene_framebuffer);
266- glReadBuffer (GL_COLOR_ATTACHMENT4 );
267- glBindTexture (GL_TEXTURE_2D , Scene_composite_texture);
268- glCopyTexSubImage2D (GL_TEXTURE_2D , 0 , 0 , 0 , 0 , 0 , gr_screen.max_w , gr_screen.max_h );
269- glBindTexture (GL_TEXTURE_2D , prev_tex2d);
270- glBindFramebuffer (GL_READ_FRAMEBUFFER , prev_read_fbo);
271- #endif
272246
273247 GL_state.Texture .Enable (0 , GL_TEXTURE_2D , Scene_color_texture);
274248 GL_state.Texture .Enable (1 , GL_TEXTURE_2D , Scene_normal_texture);
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