text: //=====================================================================================================================
  //=====================================================================================================================
  #include "FullScreenQuad.h"
  //=====================================================================================================================
  //=====================================================================================================================
  
  //---------------------------------------------------------------------------------------------------------------------
  FullScreenQuad::FullScreenQuad()
  {
  	float verticesQuad[] =
  	{
  		// positions   // texCoords
  		-1.0f,  1.0f,0.0f,  0.0f, 1.0f,
  		-1.0f, -1.0f,0.0f,  0.0f, 0.0f,
  		1.0f, -1.0f,0.0f,  1.0f, 0.0f,
  
  		-1.0f,  1.0f,0.0f,  0.0f, 1.0f,
  		1.0f, -1.0f,0.0f,  1.0f, 0.0f,
  		1.0f,  1.0f,0.0f,  1.0f, 1.0f
  	};
  
  	glGenVertexArrays(1, &m_VAO);
  	glGenBuffers(1, &m_VBO);
  
  	glBindVertexArray(m_VAO);
  
  	glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
  	glBufferData(GL_ARRAY_BUFFER, sizeof(verticesQuad), verticesQuad, GL_STATIC_DRAW);
  
  	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
  	glEnableVertexAttribArray(0);
  
  	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)12);
  	glEnableVertexAttribArray(1);
  
  	glBindVertexArray(0);
  }
  //---------------------------------------------------------------------------------------------------------------------
  
  
  //---------------------------------------------------------------------------------------------------------------------
  FullScreenQuad::~FullScreenQuad()
  {
  	glDeleteBuffers(1, &m_VBO);
  	glDeleteVertexArrays(1, &m_VAO);
  }
  //---------------------------------------------------------------------------------------------------------------------
  
  //---------------------------------------------------------------------------------------------------------------------
  void FullScreenQuad::render(Shader &shader)
  {
  	glBindVertexArray(m_VAO);
  	shader.use();
  	glDrawArrays(GL_TRIANGLES, 0, 6);
  	glBindVertexArray(0);
  }
  //---------------------------------------------------------------------------------------------------------------------
  