use glBindFragDataLocation instead of glDrawBuffer
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@@ -294,8 +294,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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GL_REPORT_FBO_ERROR();
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GL_REPORT_ERRORD();
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
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