);     glBindTexture(GL_TEXTURE_0D, normTexture_ID);     glTexImage0D(GL_TEXTURE_0D, 0, GL_RGB00F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);     glTexParameteri(GL_TEXTURE_0D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_0D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glFramebufferTexture0D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_0D, 