diff --git a/build/program b/build/program
index e99d939cb8f576c40696f07f69311a0d90d4b10b..dbec6f9e7e055b41469e0f35205157a6f50e2c72 100755
Binary files a/build/program and b/build/program differ
diff --git a/src/main.cpp b/src/main.cpp
index 6e1a241fdc64723f88c82f3bc1b367d7ec7ca71b..f5590fb427a31084508b14293b54abb75ee98fc4 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -148,39 +148,6 @@ int main(int argc, char** argv){
 
 
 
-  //-----------------------
-  //Framebuffer 3 setup
-  //-----------------------
-  unsigned int framebuffer3;
-  glGenFramebuffers(1, &framebuffer3);
-  glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
-
-  //texture for attachment
-  unsigned int fb_texture3;
-  glGenTextures(1, &fb_texture3);
-  glActiveTexture(GL_TEXTURE0);
-  glBindTexture(GL_TEXTURE_2D, fb_texture3);
-
-  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEXWIDTH, TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, texData.data());
-
-  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-  //attach texture to framebuffer
-  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_texture3, 0);
-
-  //check framebuffer
-  if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
-	 std::cout << "ERROR::FRAMEBUFFER:: Framebuffer 3 is not complete!" << std::endl;
-
-  //unbind framebuffer
-  glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
-
-
-
 
 
 
@@ -349,7 +316,7 @@ int main(int argc, char** argv){
       //Rendering
       //-----------------------
       //Step 1
-      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
+      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
       //SDL_GetWindowSize(infra.window(), &w_width, &w_height);
       glViewport(0,0,TEXWIDTH,TEXHEIGHT);
       glClearColor(0.1f,0.1f,0.2f,1.0f);
@@ -357,7 +324,7 @@ int main(int argc, char** argv){
       shader_step.use();
       shader_step.setFloat("t", time);
       glActiveTexture(GL_TEXTURE0);
-      glBindTexture(GL_TEXTURE_2D, fb_texture1);
+      glBindTexture(GL_TEXTURE_2D, fb_texture2);
       glActiveTexture(GL_TEXTURE1);
       glBindTexture(GL_TEXTURE_2D, damping_texture);
       glBindVertexArray(VAO_tex);
@@ -367,7 +334,7 @@ int main(int argc, char** argv){
 
 
       //Step 2
-      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
+      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
       //SDL_GetWindowSize(infra.window(), &w_width, &w_height);
       glViewport(0,0,TEXWIDTH,TEXHEIGHT);
       glClearColor(0.1f,0.1f,0.2f,1.0f);
@@ -375,7 +342,7 @@ int main(int argc, char** argv){
       shader_step.use();
       shader_step.setFloat("t", time);
       glActiveTexture(GL_TEXTURE0);
-      glBindTexture(GL_TEXTURE_2D, fb_texture3);
+      glBindTexture(GL_TEXTURE_2D, fb_texture1);
       glActiveTexture(GL_TEXTURE1);
       glBindTexture(GL_TEXTURE_2D, damping_texture);
       glBindVertexArray(VAO_tex);
@@ -400,7 +367,7 @@ int main(int argc, char** argv){
     //shader_copy.use();
     shader_copyred.use();
     glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, fb_texture1);
+    glBindTexture(GL_TEXTURE_2D, fb_texture2);
     //glBindVertexArray(VAO_screen);
     //glBindTexture(GL_TEXTURE_2D, damping_texture);
     glBindVertexArray(VAO_tex);