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// Just use texture buffers
std::vector<FramebufferTextureDescriptor> textureDescriptor = {
FramebufferTextureDescriptor(GL_RGBA), // Color
FramebufferTextureDescriptor(GL_RGB), // Normal
FramebufferTextureDescriptor(GL_RGB), // Pos
FramebufferTextureDescriptor(GL_DEPTH_COMPONENT24), // depth
};
std::vector<RenderbufferDescriptor> renderBufferDescriptor;
FramebufferDescriptor GBufferDesc = FramebufferDescriptor(textureDescriptor, renderBufferDescriptor);