Fix a rendering bug with screen_texture
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@ -993,13 +993,11 @@ void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
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glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
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glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
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state.canvas_shader.bind(); //back to canvas
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// back to canvas, force rebind
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_bind_canvas_texture(state.current_tex, state.current_normal);
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state.using_texture_rect = true;
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_set_texture_rect_mode(false);
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if (state.using_texture_rect) {
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_bind_canvas_texture(state.current_tex, state.current_normal);
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state.using_texture_rect = false;
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_set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch);
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}
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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}
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}
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