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- glGenFramebuffers(1)
- glBindFramebuffer(GL_FRAMEBUFFER, 1)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 1)
- glTexStorage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT16, 1280, 720)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 2)
- glTexStorage2D(GL_TEXTURE_2D, 0, GL_RGB_FLOAT16, 1280, 720)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 2, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 3)
- glTexStorage2D(GL_TEXTURE_2D, 0, GL_RGB_FLOAT16, 1280, 720)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glBindTexture(GL_TEXTURE_2D, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, 3, 0)
- glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, 4)
- glTexStorage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 1280, 720)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
- glTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY)
- glBindTexture(GL_TEXTURE_2D, 0)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 4, 0)
- GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = glCheckFramebufferStatus(GL_FRAMEBUFFER)
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