Replace glDrawBuffers with glNamedFramebufferDrawBuffers
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@@ -20,8 +20,8 @@ void main()
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,5000,1);
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vec4 p3 = vec4 (p1.xy,500,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,500,1);
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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gPos = p1;gl_Position = a1; EmitVertex();
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