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Consistently use system_fbo instead of binding 0 as it is needed for iOS devices
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@@ -403,7 +403,7 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (read_fbo != 0) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glDeleteFramebuffers(1, &read_fbo);
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}
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}
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@@ -427,7 +427,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glViewport(0, 0, win_size.width, win_size.height);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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