renderContext.textureBinder.bind(frameBuffer.getTextureAttachments().get(DIFFUSE_ATTACHMENT)));
mrtSceneShader.setUniformi("u_normalTexture",
renderContext.textureBinder.bind(frameBuffer.getTextureAttachments().get(NORMAL_ATTACHMENT)));
mrtSceneShader.setUniformi("u_positionTexture",
renderContext.textureBinder.bind(frameBuffer.getTextureAttachments().get(POSITION_ATTACHMENT)));
mrtSceneShader.setUniformi("u_depthTexture", renderContext.textureBinder.bind(frameBuffer.getTextureAttachments().get(DEPTH_ATTACHMENT)));
for (int i = 0; i < lights.size; i++) {
Light light = lights.get(i);
batch.draw(frameBuffer.getTextureAttachments().get(DIFFUSE_ATTACHMENT), 0, 0, Gdx.graphics.getWidth() / 4f,
Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getTextureAttachments().get(NORMAL_ATTACHMENT), Gdx.graphics.getWidth() / 4f, 0,
Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getTextureAttachments().get(POSITION_ATTACHMENT), 2 * Gdx.graphics.getWidth() / 4f, 0,
Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.draw(frameBuffer.getTextureAttachments().get(DEPTH_ATTACHMENT), 3 * Gdx.graphics.getWidth() / 4f, 0,
Gdx.graphics.getWidth() / 4f, Gdx.graphics.getHeight() / 4f, 0f, 0f, 1f, 1f);
batch.end();