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#ifndef Magnum_MeshTools_FullScreenTriangle_h
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#define Magnum_MeshTools_FullScreenTriangle_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Function @ref Magnum::MeshTools::fullScreenTriangle()
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*/
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#include <memory>
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#include <utility>
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#include "Magnum/GL/GL.h"
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#include "Magnum/MeshTools/visibility.h"
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namespace Magnum { namespace MeshTools {
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/**
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@brief Create full screen triangle mesh
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Returns pre-configured mesh along with vertex buffer which can be used for
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full-screen post-processing effects. The mesh is single triangle covering whole
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screen area (@f$ (-1, -1) - (1, 1) @f$ on both dimensions) and provides only
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vertex positions, as other attributes (such as texture coordinates) can be
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computed from them. The vertex positions are, in order:
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@f[
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\begin{pmatrix} -1 \\ 1 \end{pmatrix},
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\begin{pmatrix} -1 \\ -3 \end{pmatrix},
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\begin{pmatrix} 3 \\ 1 \end{pmatrix}
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@f]
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Based on @p version parameter, on OpenGL 2.1 and OpenGL ES 2.0 the vertex
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positions are passed explicitly as attribute @cpp 0 @ce, contained in the
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buffer. On OpenGL 3.0+ and OpenGL ES 3.0+ the mesh is attribute-less and the
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vertex positions can be computed using @glsl gl_VertexID @ce builtin shader
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variable, thus @cpp nullptr @ce is returned instead of vertex buffer.
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Computing positions in vertex shader in a portable way might be done like this.
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For OpenGL 2.1 and OpenGL ES 2.0 you then need to bind the location of `position`
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attribute to @cpp 0 @ce.
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@code{.glsl}
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#if (!defined(GL_ES) && __VERSION__ >= 130) || (defined(GL_ES) && __VERSION__ >= 300)
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#define NEW_GLSL
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#endif
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#ifndef NEW_GLSL
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attribute lowp vec4 position;
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#endif
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void main() {
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#ifdef NEW_GLSL
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gl_Position = vec4((gl_VertexID == 2) ? 3.0 : -1.0,
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(gl_VertexID == 1) ? -3.0 : 1.0, 0.0, 1.0);
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#else
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gl_Position = position;
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#endif
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}
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@endcode
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*/
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std::pair<std::unique_ptr<GL::Buffer>, GL::Mesh> MAGNUM_MESHTOOLS_EXPORT fullScreenTriangle(GL::Version version);
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/**
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@overload
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This function implicitly uses current context version.
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*/
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std::pair<std::unique_ptr<GL::Buffer>, GL::Mesh> MAGNUM_MESHTOOLS_EXPORT fullScreenTriangle();
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}}
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#endif
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