I'd start by just drawing the obj first to the main renderbuffer, no FBO - simplify until you can narrow down the source of the problem.
Also it looks like `mGlowGlsl` gets bound but not unbound, not sure if that has any side effects in your case but I'd suggest using `gl::ScopedGlslProg` to do the binding so you're sure it gets properly unbound before anything else draws.
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