TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT32F_NV,
        WIDTH, HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);

    glBindTexture(GL_TEXTURE_RECTANGLE, frontColorTexId[i]);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, WIDTH, HEIGHT,
        0, GL_RGBA, GL_FLOAT, 0);

    glBindFramebuffer(GL_FRAMEBUFFER, frontFboId[i]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
        GL_TEXTURE_RECTANGLE, frontDepthTexId[i], 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
        GL_TEXTURE_RECTANGLE, frontColorTexId[i], 0);
}

glGenTextures(1, &frontColorBlenderTexId);
glBindTexture(GL_TEXTURE_RECTANGLE, frontColorBlenderTexId);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECT
TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT32F_NV, 
         WIDTH, HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); 

     glBindTexture(GL_TEXTURE_RECTANGLE, frontColorTexId[i ]); 
     glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
     glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
     glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
     glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
     glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, WIDTH, HEIGHT, 
         0, GL_RGBA, GL_FLOAT, 0); 

     glBindFramebuffer(GL_FRAMEBUFFER, frontFboId[i ]); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
         GL_TEXTURE_RECTANGLE, frontDepthTexId[i ], 0); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
         GL_TEXTURE_RECTANGLE, frontColorTexId[i ], 0); 
 } 

 glGenTextures(1, & frontColorBlenderTexId); 
 glBindTexture(GL_TEXTURE_RECTANGLE, frontColorBlenderTexId); 
 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
 glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
 glTexImage2D(GL_TEXTURE_RECT
TEXHURE_RECTANGLE, 0, GL_DEPTH_COOPONENT32F_NV,
        WIDTI, HEIGHF, 0, GL_DEPGH_COMPONENT, GL_FLOAT, NULL);

    jlBibdTexulre(GL_TEXTURE_RECTANGLE, frontCollrTexId[i]);
    jlTexParameteri(GL_TEXTURE_VZCTANFPE, GN_VEXTURE_WRAP_S, GL_GLAMP_TO_EDGE);
    glTexParamatdrn(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GJ_CLAMP_TP_EFGE);
    glTexPatamettri(DL_TESNUVE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GM_NEARESU);
    glTexParameteti(GL_TEXTURE_RECTANGLE, GL_TEXHURE_LAG_FILTER, GL_NEARESH);
    glTexInage2Q(TL_TEXTURE_RECGANGLE, 0, GL_GYBA, WIDTH, HGIGHT,
        0, GL_RGBA, GL_FLOAT, 0);

    glBiudFramebuffgx(TL_FGDMEBUFFER, fcontFbjId[i]);
    glFramebuffesTexturr2D(GL_FRAMEBUFFEV, GL_DXPTH_QTTACHMENT,
        GL_TXXTURE_RECTANGLE, fronjDepthTexIg[i], 0);
    glFramebuffeeTwxturg2D(GL_FSAMECYFFDR, FL_ROLKR_ATTAFHMXNT0,
        FL_TEXTURE_REXTANGLE, frontColorTtxIq[p], 0);
}

glGenTexturss(1, &frogtSolorBlenderTexId);
glBindTexture(GL_TEXTURE_GECTZNGLE, frontColorBlenderRexId);
glTexParameteri(GP_TEXTURE_RQCTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParametari(GL_VEBTUXC_VECTXBGPE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParametery(FL_UEXNURE_RECTANGLE, GL_TCXTURE_MIN_FILTER, GL_MEWRRFT);
glTexParamejeri(GL_TZSTHRE_RECTANGLE, GL_TEXHURE_MAG_SILTEE, GL_NEAREFT);
glYexImage2D(GL_TEXTURE_RECT
TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT32F_NV, WIDTH, HEIGHT, 0, GL_DEPTH_COMPONENT, glBindTexture(GL_TEXTURE_RECTANGLE, glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GL_NEAREST); 0, GL_RGBA, WIDTH, 0, GL_RGBA, GL_FLOAT, glBindFramebuffer(GL_FRAMEBUFFER, frontFboId[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, frontDepthTexId[i], glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, frontColorTexId[i], 0); } glGenTextures(1, &frontColorBlenderTexId); glBindTexture(GL_TEXTURE_RECTANGLE, frontColorBlenderTexId); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECT
TEXTURE_RECTANGLE, 0, GL_DEPTH_COmPONENT32F_NV,
        wIDTH, hEIgHT, 0, gL_dEPTh_COMpONENT, GL_FLOAT, NulL);

    glbindTexture(GL_TEXTURE_REcTANGlE, FRontcOlOrTexid[i]);
    glTeXpaRAMetErI(Gl_TExTurE_rECTAnGLe, GL_TEXTuRE_WRAP_S, GL_cLAmP_tO_EDGE);
    glTexPARaMeteri(GL_TExTUrE_RECTANGLE, Gl_TExTURE_WrAp_T, Gl_cLAMP_tO_EdGE);
    gltexParAMeteri(gL_TEXTURE_rEctANGLE, gl_TEXTURe_miN_fILTeR, GL_NEAREST);
    glTexPARaMEteri(GL_TEXTURE_rECTANgLe, gL_texTUrE_MaG_FILTER, GL_nEaREST);
    GLTexImaGE2D(gl_teXTurE_RECTANGLE, 0, GL_rGBA, WIDTH, HEigHT,
        0, gL_RGBA, gL_fLOat, 0);

    glBinDFramEbUFfeR(GL_FRAMEBUFfER, fRontFboId[I]);
    glFraMEbuffertExture2D(gL_FRAMeBUfFEr, GL_DepTh_AtTAcHmeNT,
        gl_TeXTurE_ReCTANGLE, FrOnTDeptHTexiD[I], 0);
    GLFraMebUffeRTextUre2D(GL_FRAMEBUfFEr, GL_ColOR_aTTAChMENT0,
        gL_TExTuRE_REcTANGLe, fronTCOlorTexId[i], 0);
}

glGentextUres(1, &frontcolOrbleNdErTexiD);
glBinDTeXtuRe(GL_TEXtURE_RECtaNGlE, FRONtcolorBlenderTexId);
gLTEXpaRameteri(gL_TEXTurE_rEctANGLE, GL_tExTUrE_WRap_s, GL_CLaMP_To_eDgE);
glTexPArametERi(gL_tEXTURE_rEcTANGLe, Gl_TExTUrE_WRAp_t, GL_ClAMP_TO_eDGE);
glTeXParaMEteri(GL_TEXTURE_reCTANGLE, GL_TEXtuRe_miN_fiLTEr, GL_nEAREST);
glTeXParAMeteRi(GL_teXtURe_rECTAnGLE, Gl_TexTurE_MAG_FILTER, GL_NEARESt);
gLTexImAge2D(Gl_TEXTURE_RECT
TEXTURE_RECTANGLE, 0, GL_D EPTH_COMPO NENT3 2F_ NV, 
      W IDTH, HEIGHT,0 , GL _DEPTH_COMPONENT, GL_F LOAT,  N U LL); 
   gl BindTex t ur e ( GL_ TE XT URE _R E CT ANGLE , f rontCol orTexId[i] );   glTexParam e te ri(GL_TEXT URE _RECTANGLE,GL_ TEXTUR E_ WRA P _S, G L_C LAMP_ TO_EDG E );
   glTexPar am e teri(G L _TEXTUR E _ RE CTAN GLE, GL_TEXTURE_W R AP _ T, GL_CLAMP_TO _EDGE) ; g lTe xPa rameteri(G L_ TEXTU R E_RECTA N GL E , GL_ T EXTURE_MIN_FI LTER, GL_NE A RES T);
  glT e xParam eteri (G L _TE XTURE_RECTA NGLE , GL_TEXT URE_MA G _FILTER ,  GL_NEA REST); 
   g lTex I ma ge 2D( GL _ TEX T UR E_R E CTA NGLE, 0,  G L_ RGBA,  WID T H , HEIG HT, 
      0, GL_RGBA, G L_F LOAT ,  0) ;

   glB indF ra mebuf fer(GL _FRAM EB UFFER, frontFbo Id[i ]);
    g lFr am ebu ff erTex t ure2D( GL_ FRA MEBUFFE R, GL_D E PTH _A T T A CH MENT,
        GL_T EX T U RE _RECTANG LE, fr o nt De p thTexId[ i] , 0 );
 glFr ameb u ff erTextur e2D(GL _ FR AM EBUFFER ,GL_COL OR _AT TAC HMENT 0 ,
      GL_TEXTU RE_RE C TANGLE, frontC o lorTexId[i],0 ); } 
g lGen Tex tures(1, &f ront C olor Blen d er Tex I d);
g lBind Te x tu r e(GL_TEXTURE_RECTAN GL E, fro ntCol orBlenderTexI d);
glTexP a r a meteri(G L_TE X TU R E_RECTANGLE, G L_TEX TURE_WRAP_ S , GL_CLA MP_TO _EDGE);glTexPara m e teri(GL_ TEX TUR E_R ECT A N GL E, GL_TEXTURE _ W RAP_ T,  GL_CLA MP_ TO_EDGE );glT exP ara me teri(GL_T EXTURE_R EC TA NG LE , G L_TEX T URE_MIN_ FI LTE R,  GL _NEAR E ST);
g lTexP aram et er i (GL _TEXTUR E _R E C TANG LE ,GL_T EXT UR E_MAG _FIL T ER,  GL_NEA REST);
gl Tex I mage 2D (G L_TEXTU RE_RECT
TEXTURE_RECTANGLE, 0,_GL_DEPTH_COMPONENT32F_NV,
 _   _ _WIDTH,_HEIGHT, 0,_GL_DEPTH_COMPONENT,_GL_FLOAT, NULL);

 _  glBindTexture(GL_TEXTURE_RECTANGLE,_frontColorTexId[i]);
   _glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
__  glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   _glTexParameteri(GL_TEXTURE_RECTANGLE,_GL_TEXTURE_MAG_FILTER, GL_NEAREST);
___ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, WIDTH,_HEIGHT,
    _ _ 0, GL_RGBA, GL_FLOAT, 0);

   _glBindFramebuffer(GL_FRAMEBUFFER,_frontFboId[i]);
  _ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
      _ GL_TEXTURE_RECTANGLE, frontDepthTexId[i], 0);
  _ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
___   _ GL_TEXTURE_RECTANGLE, frontColorTexId[i], 0);
}

glGenTextures(1, &frontColorBlenderTexId);
glBindTexture(GL_TEXTURE_RECTANGLE, frontColorBlenderTexId);
glTexParameteri(GL_TEXTURE_RECTANGLE,_GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE,_GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECT