style: fomatted to LLVM
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@@ -1,33 +1,35 @@
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#include <GL/glew.h>
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class FullScreenQuad {
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private:
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private:
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unsigned int vao;
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public:
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public:
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FullScreenQuad();
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int getVAO() { return vao;}
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int getVAO() { return vao; }
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};
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FullScreenQuad::FullScreenQuad(){
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float quadVertices[] = { // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
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// positions // texCoords
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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FullScreenQuad::FullScreenQuad() {
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float quadVertices[] = {// vertex attributes for a quad that fills the
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// entire screen in Normalized Device Coordinates.
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// positions // texCoords
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-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
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0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f,
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1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
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unsigned int vbo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)(2 * sizeof(float)));
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}
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