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subsurface scattering is fixed and working again
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@@ -5452,7 +5452,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
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glDeleteRenderbuffers(1, &rt->buffers.diffuse);
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glDeleteRenderbuffers(1, &rt->buffers.specular);
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glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
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glDeleteRenderbuffers(1, &rt->buffers.motion_sss);
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glDeleteRenderbuffers(1, &rt->buffers.sss);
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glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
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glDeleteTextures(1, &rt->buffers.effect);
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@@ -5641,15 +5641,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
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glGenRenderbuffers(1, &rt->buffers.motion_sss);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
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glGenRenderbuffers(1, &rt->buffers.sss);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
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if (msaa == 0)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.motion_sss);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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