Fix buffer creation in light_internal_create()
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@ -91,7 +91,7 @@ RID RasterizerCanvasBaseGLES3::light_internal_create() {
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glGenBuffers(1, &li->ubo);
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glGenBuffers(1, &li->ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return light_internal_owner.make_rid(li);
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return light_internal_owner.make_rid(li);
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