#include "screen.hpp" #include #include void Screen::init() { shader.use(); shader.setInt("screenTexture", 0); glGenVertexArrays(1, &target_VAO); glGenBuffers(1, &target_VBO); glBindVertexArray(target_VAO); glBindBuffer(GL_ARRAY_BUFFER, target_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); }