{
distortionMapShaderId = ShaderHelper.initShaders(BASIC_VERTEX_SHADER, OCULUS_DISTORTION_MAP_FRAGMENT_SHADER_NO_CHROMATIC_ABERRATION_CORRECTION, false);
}
// Create FBO
distortionMapFBO = new FBOParams("distortionMap", GL11.GL_TEXTURE_2D, ARBTextureRg.GL_RG32F, ARBTextureRg.GL_RG, GL11.GL_FLOAT, (int)ceil(FBWidth), (int)ceil(FBHeight));
// Bind as active
distortionMapFBO.bindRenderTarget();
// Clear down