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Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
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@@ -424,14 +424,6 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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}
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// we don't offset the eye center vertically (yet)
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eye_center.y = 0.0;
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// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
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#if 0
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VSG::rasterizer->set_current_render_target(RID());
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// and output
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VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
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#endif
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}
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void MobileVRInterface::process() {
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