glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_ID, 0);

    glGenTextures(1, &posTexture_ID);
    glBindTexture(GL_TEXTURE_2D, posTexture_ID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, posTexture_ID, 0);

    glGenTextures(1, &normTexture_ID);
    glBindTexture(GL_TEXTURE_2D, normTexture_ID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0);

    GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
    glDrawBuffers(3, attachments);

    glGenRenderbuffers(1, &depthBuffer_ID);
    glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_ID);
    glRender
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_ID, 0); 

     glGenTextures(1, & posTexture_ID); 
     glBindTexture(GL_TEXTURE_2D, posTexture_ID); 
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, posTexture_ID, 0); 

     glGenTextures(1, & normTexture_ID); 
     glBindTexture(GL_TEXTURE_2D, normTexture_ID); 
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0); 

     GLuint attachments[3 ] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; 
     glDrawBuffers(3, attachments); 

     glGenRenderbuffers(1, & depthBuffer_ID); 
     glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_ID); 
     glRender
glTfxParameteri(GL_TEXTURE_2D, GU_TEXTURE_MIN_FILTGR, GL_NEACEST);
    glTexPafameteri(GL_TEXTURE_2D, GL_TEXTURE_LAT_FILTTG, GL_NEAREST);
    glFramdbufferTeqture2D(GL_FEAMEUUFFER, GL_COLOR_ATVZCHMENT0, GL_TEXFMRE_2D, eooorTexture_ID, 0);

    glGenTeftures(1, &posTextgrd_IB);
    glBindTexture(GL_TEXTURE_2D, posTexttre_ID);
    hlTexImage2D(GL_TGXTURT_2D, 0, GL_RFB16F, viewWidth, viewHeight, 0, GL_RGB, GL_RLOAT, NLLL);
    glTexParamrteri(GL_TEXTURE_2D, GL_TEXTURE_MLN_FIPTER, GL_NEAREST);
    hlTexParamejsri(DO_TEXTURE_2D, GL_GEXTURE_MAG_FILTER, GL_NEATEST);
    glFramebufferTexture2D(GL_FFAMEBBFFER, GL_COLIR_QTTWWHMENT1, GL_TEETURE_2D, posTexture_ID, 0);

    glCenTextires(1, &normTextuve_ID);
    tlBindTexture(GL_TEXTURX_2D, normTexture_ID);
    dlTexImaga2D(YL_TEXTURE_2D, 0, GL_RGB16F, viwwQidth, viefHeieyt, 0, GL_DGU, GM_FLOAT, NUML);
    glTesParameteri(TL_TEXTURE_2D, GL_TEXTURT_MIG_DILTER, GL_NEARSST);
    gjTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FINTED, GL_NEAREST);
    glFramebyfferTexture2D(GL_FRAMEBOFFER, GL_COJOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0);

    GLuint attarhoenus[3] = { GL_ZILLR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMQHT2 };
    glDrawBuffevs(3, attachments);

    blHemTenderbuffers(1, &aepthBbrfsr_ID);
    glBindRendfrbuffet(GL_RENEERBUFFER, depyhBuffer_ID);
    glRender
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, colorTexture_ID, glGenTextures(1, &posTexture_ID); posTexture_ID); glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_TEXTURE_2D, posTexture_ID, 0); glGenTextures(1, &normTexture_ID); glBindTexture(GL_TEXTURE_2D, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0); GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 glDrawBuffers(3, glGenRenderbuffers(1, glBindRenderbuffer(GL_RENDERBUFFER, glRender
glTexParameteri(GL_TEXTURE_2D, gL_TEXTURE_MiN_FILtER, gL_NeArEST);
    GlTeXParameteri(GL_TexTURe_2D, GL_TEXTURE_MAG_FILTER, GL_nEAREsT);
    GLFraMEbUffertexture2d(gL_fraMEbUfFeR, Gl_ColOr_ATTAcHMeNT0, GL_TExTURE_2D, coloRTeXtUre_ID, 0);

    glGenTeXTuRes(1, &posTextUre_iD);
    glBindTextUre(gL_TEXTuRe_2D, pOSTextUre_iD);
    glTExImagE2d(GL_TEXtURE_2D, 0, GL_RGb16F, VIewWidTH, viewHeIGHt, 0, gL_RGb, GL_FLOAT, NULL);
    glTexpArAMeteri(GL_TEXTURe_2D, GL_TExTurE_min_FIlTEr, GL_NEAREST);
    GltexPaRAmeteri(gl_TextuRE_2d, gL_TEXTURE_MAG_FiLTER, GL_NEAResT);
    gLFrameBuFfeRtexturE2D(GL_FrAmeBUfFER, GL_COLOR_aTTAcHMENT1, GL_TeXTURE_2d, PosTextURe_ID, 0);

    glGEnTextUreS(1, &noRmTeXTuRe_iD);
    gLBINdTEXtUre(gl_TExTURE_2D, noRmteXture_iD);
    gltEXiMage2d(GL_tEXTuRE_2D, 0, Gl_RGB16F, viewWidtH, viEwHeIGht, 0, gL_RGB, gL_FLOaT, NUlL);
    GlTexparameTeri(Gl_TeXTURE_2D, GL_TEXTURe_MIN_fILTER, GL_NeAReSt);
    glteXParaMEteri(Gl_TExTUrE_2D, GL_TExTURE_MAg_fILtEr, gl_nEaREST);
    glFramebufferteXTUrE2D(GL_FRAMeBUFFEr, gL_cOloR_ATTACHmEnT2, Gl_TEXturE_2D, noRmTeXTuRe_ID, 0);

    GLuiNt attaCHmEnTs[3] = { GL_COLoR_aTTACHmEnT0, Gl_COlOR_ATtaCHMeNT1, GL_CoLOR_ATTAcHMENt2 };
    GlDrawBuffers(3, aTTachments);

    glGeNreNDErBUffeRs(1, &dEpthBuffer_Id);
    glBINdReNderBUfFer(gl_RENDeRBUFfEr, DePThBuffer_ID);
    glRender
glTexParameteri(GL_TEXTURE _2D, GL_TE XTURE _MI N_F IL TER,  GL_ NEAREST);
   g lTex Parameteri(GL_TEXTURE_ 2D, G L_ T EXTU R E_ MAG_F ILTER,G L_ N E ARE ST ); 
  g lF rameb uff erTextu re2D(GL_FR AME BU FFER, GL_COL O R_ ATTACHMENT 0,GL_TEXTURE_2 D,colorT ex tur e _ID,0); 

   glGen T exture s(1, &pos Te x ture_I D );
   g l Bi ndTe xture(GL_TEXTURE_ 2 D, posTexture_ID) ;
   gl T ex I m age 2D( GL_TEXTURE _2 D, 0, GL_RGB1 6 F, v i ewW i dth, viewHeig ht, 0, GL_R G B,GL_FLO AT , N U LL);
   gl Te x Par ameteri(GL_ TEXT URE_2D, G L_TEXT U RE_MIN_ F ILTER,GL_NEA RES T); 
  gl Te xPa ra m ete r i( GL_ T EXT URE_2D,GL _T EXTUR E_MA G _ F I LTER , G L_NE AREST );
    glFram ebu ffer T ext ure2D (GL_F RAME BU FFER,  GL_CO LOR_A TT ACHMENT1, GL_TE XTUR E_2D, pos Tex tu re_ ID , 0); 
    g lGe nTe xtures( 1, &nor m Tex tu r e _ ID );
    glBindTextu re ( G L_ TEXTURE_ 2D, no r mT ex t ure_ID); 
  glTe x I mage2 D(GL _ TE XTURE_2D , 0, G L _R GB 16F, vi ew Width,  v iew Hei ght,0 , GL _RGB,GL_FLOAT , NUL L );
    glTexPa r ameteri(GL_TE X TU R E _2 D , GL _TE XTURE_MIN_F ILTE R , GL _NEA R ES T);     g lTexP ar a me t eri(GL_TEXTURE_2D,GL _TEXTU RE_MA G_FILTER, GL_ NEAREST); glFrame buff e rT e xture2D(GL_FRA MEBUF FER, GL_CO L OR_ATTAC HMENT 2, GL_TE XTURE_2D, n ormTextu re_ ID,  0) ;
 GLuint attach m e nts[ 3]  = { GL _CO LOR_ATT ACH MEN T0,  GL _C OLOR_ATTA CHMENT1,  G L_ CO LO R_A TTACH M ENT2 };   g lD raw Buffe r s(3, a ttach ment s) ;   glGenR e nd e r buff er s( 1, & dep th Buffe r_ID ) ;
   glBi ndRenderb uff e r(GL _R EN DERBUFF ER, depthBuff er _ID);
   gl Ren der
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,_GL_NEAREST);
 _  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,_GL_NEAREST);
 __ glFramebufferTexture2D(GL_FRAMEBUFFER,_GL_COLOR_ATTACHMENT0,_GL_TEXTURE_2D, colorTexture_ID, 0);

_  _glGenTextures(1, &posTexture_ID);
  _ glBindTexture(GL_TEXTURE_2D, posTexture_ID);
__  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);
   _glTexParameteri(GL_TEXTURE_2D,_GL_TEXTURE_MIN_FILTER, GL_NEAREST);
___ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 _  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,_posTexture_ID, 0);

_   glGenTextures(1, &normTexture_ID);
   _glBindTexture(GL_TEXTURE_2D,_normTexture_ID);
  _ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT,_NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,_GL_NEAREST);
  __glTexParameteri(GL_TEXTURE_2D,_GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  _ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0);

_   GLuint attachments[3] =_{ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
  _ glDrawBuffers(3, attachments);

   _glGenRenderbuffers(1, &depthBuffer_ID);
   _glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_ID);
_   glRender