createFramebufferMRT(width, height, count){
        const frameBuffer = this.gl.createFramebuffer();
        this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, frameBuffer);
        const depthRenderBuffer = this.gl.createRenderbuffer();
        this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, depthRenderBuffer);
        this.gl.renderbufferStorage(this.gl.RENDERBUFFER, this.gl.DEPTH_COMPONENT16, width, height);
        this.gl.framebufferRenderbuffer(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.RENDERBUFFER, depthRenderBuffer);
        const fTexture = [];
        this.buffers = [];
        for(let i = 0; i < count; ++i){
            const tex = this.gl.createTexture();
            this.formatTexture(tex, width, height);
            this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0 + i, this.gl.TEXTURE_2D, tex, 0);
            fTexture.push(tex);
            this.buffers.push(this.gl.COLOR_ATTACHMENT0 + i);
        }
        this.gl.bindTexture(this.gl.TEXTURE_2D, null);
        this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, null);
        this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
        return {f: frameBuffer, d: depthRenderBuffer, t: fTexture};
    }
framebuffer reset
@param {object} obj - custom object(this.createFramebuffer return value)