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/* OpenGL example code - fbo & fxaa
*
* render the cube from the perspective example to a texture and
* apply fxaa antialiasing to it.
*
* Autor: Jakob Progsch
*/

/* index
* line 272: fxaa shader
* line 580: target texture setup
* line 599: render buffer setup
* line 608: fbo setup
* line 645: fbo binding
* line 672: scene draw call
* line 697: post processing draw call
*/

#include <GL3/gl3w.h>
#include <GL/glfw.h>

//glm is used to create perspective and transform matrices
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <iostream>
#include <string>
#include <vector>

bool running;

// window close callback function
int closedWindow()
{
    running = false;
    return GL_TRUE;
}

// helper to check and display for shader compiler errors
bool check_shader_compile_status(GLuint obj)
{
    GLint status;
    glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
    if(status == GL_FALSE)
    {
        GLint length;
        glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
        std::vector<char> log(length);
        glGetShaderInfoLog(obj, length, &length, &log[0]);
        std::cerr << &log[0];
        return false;
    }
    return true;
}

// helper to check and display for shader linker error
bool check_program_link_status(GLuint obj)
{
    GLint status;
    glGetProgramiv(obj, GL_LINK_STATUS, &status);
    if(status == GL_FALSE)
    {
        GLint length;
        glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
        std::vector<char> log(length);
        glGetProgramInfoLog(obj, length, &length, &log[0]);
        std::cerr << &log[0];
        return false;
    }
    return true;
}

int main()
{
    int width = 640;
    int height = 480;
    
    if(glfwInit() == GL_FALSE)
    {
        std::cerr << "failed to init GLFW" << std::endl;
        return 1;
    }

    // select opengl version
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
 
    // create a window
    if(glfwOpenWindow(width, height, 0, 0, 0, 8, 24, 8, GLFW_WINDOW) == GL_FALSE)
    {
        std::cerr << "failed to open window" << std::endl;
        glfwTerminate();
        return 1;
    }
    
    // setup windows close callback
    glfwSetWindowCloseCallback(closedWindow);
    
    
    
    if (gl3wInit())
    {
        std::cerr << "failed to init GL3W" << std::endl;
        glfwCloseWindow();
        glfwTerminate();
        return 1;
    }

    // shader source code
    std::string vertex_source =
        "#version 330\n"
        "uniform mat4 ViewProjection;\n" // the projection matrix uniform
        "layout(location = 0) in vec4 vposition;\n"
        "layout(location = 1) in vec4 vcolor;\n"
        "out vec4 fcolor;\n"
        "void main() {\n"
        " fcolor = vcolor;\n"
        " gl_Position = ViewProjection*vposition;\n"
        "}\n";
        
    std::string fragment_source =
        "#version 330\n"
        "in vec4 fcolor;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "void main() {\n"
        " FragColor = fcolor;\n"
        // the following line is required for fxaa (will not work with blending!)
        " FragColor.a = dot(fcolor.rgb, vec3(0.299, 0.587, 0.114));\n"
        "}\n";
   
    // program and shader handles
    GLuint shader_program, vertex_shader, fragment_shader;
    
    
    // we need these to properly pass the strings
    const char *source;
    int length;

    // create and compiler vertex shader
    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = vertex_source.c_str();
    length = vertex_source.size();
    glShaderSource(vertex_shader, 1, &source, &length);
    glCompileShader(vertex_shader);
    if(!check_shader_compile_status(vertex_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = fragment_source.c_str();
    length = fragment_source.size();
    glShaderSource(fragment_shader, 1, &source, &length);
    glCompileShader(fragment_shader);
    if(!check_shader_compile_status(fragment_shader))
    {
        return 1;
    }
    
    // create program
    shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(shader_program, vertex_shader);
    glAttachShader(shader_program, fragment_shader);
    
    // link the program and check for errors
    glLinkProgram(shader_program);
    check_program_link_status(shader_program);
    
    // obtain location of projection uniform
    GLint ViewProjection_location = glGetUniformLocation(shader_program, "ViewProjection");
    
    
    // vao and vbo handle
    GLuint vao, vbo, ibo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the vertex buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
            
    // data for a cube
    GLfloat vertexData[] = {
    // X Y Z R G B
    // face 0:
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // vertex 0
      -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // vertex 1
       1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // vertex 2
      -1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // vertex 3

    // face 1:
       1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // vertex 0
       1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // vertex 1
       1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f, // vertex 2
       1.0f,-1.0f,-1.0f, 0.0f, 1.0f, 0.0f, // vertex 3

    // face 2:
       1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // vertex 0
       1.0f, 1.0f,-1.0f, 0.0f, 0.0f, 1.0f, // vertex 1
      -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // vertex 2
      -1.0f, 1.0f,-1.0f, 0.0f, 0.0f, 1.0f, // vertex 3
      
    // face 3:
       1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // vertex 0
       1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // vertex 1
      -1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // vertex 2
      -1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // vertex 3

    // face 4:
      -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // vertex 0
      -1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 1.0f, // vertex 1
      -1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // vertex 2
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f, 1.0f, // vertex 3

    // face 5:
       1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // vertex 0
      -1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // vertex 1
       1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, // vertex 2
      -1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, // vertex 3
    }; // 6 faces with 4 vertices with 6 components (floats)

    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*6*4*6, vertexData, GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
 
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
    
    
    // generate and bind the index buffer object
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
            
    GLuint indexData[] = {
        // face 0:
        0,1,2, // first triangle
        2,1,3, // second triangle
        // face 1:
        4,5,6, // first triangle
        6,5,7, // second triangle
        // face 2:
        8,9,10, // first triangle
        10,9,11, // second triangle
        // face 3:
        12,13,14, // first triangle
        14,13,15, // second triangle
        // face 4:
        16,17,18, // first triangle
        18,17,19, // second triangle
        // face 5:
        20,21,22, // first triangle
        22,21,23, // second triangle
    };

    // fill with data
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6*2*3, indexData, GL_STATIC_DRAW);
    
    // "unbind" vao
    glBindVertexArray(0);

    // shader source code
    std::string post_effect_vertex_source =
        "#version 330\n"
        "layout(location = 0) in vec4 vposition;\n"
        "layout(location = 1) in vec2 vtexcoord;\n"
        "out vec2 ftexcoord;\n"
        "void main() {\n"
        " ftexcoord = vtexcoord;\n"
        " gl_Position = vposition;\n"
        "}\n";
     
    // this is a Timothy Lottes FXAA 3.11
    // check out the following link for detailed information:
    // http://timothylottes.blogspot.ch/2011/07/fxaa-311-released.html
    //
    // the shader source has been stripped with a preprocessor for
    // brevity reasons (it's still pretty long for inlining...).
    // the used defines are:
    // #define FXAA_PC 1
    // #define FXAA_GLSL_130 1
    // #define FXAA_QUALITY__PRESET 13
    
    std::string post_effect_fragment_source =
        "#version 330\n"
        "uniform sampler2D texture;\n"
        "in vec2 ftexcoord;\n"
        "layout(location = 0) out vec4 FragColor;\n"
        "\n"
        "float FxaaLuma(vec4 rgba) {\n"
        " return rgba.w;\n"
        "}\n"
        "\n"
        "vec4 FxaaPixelShader(\n"
        " vec2 pos,\n"
        " sampler2D tex,\n"
        " vec2 fxaaQualityRcpFrame,\n"
        " float fxaaQualitySubpix,\n"
        " float fxaaQualityEdgeThreshold,\n"
        " float fxaaQualityEdgeThresholdMin\n"
        ") {\n"
        " vec2 posM;\n"
        " posM.x = pos.x;\n"
        " posM.y = pos.y;\n"
        " vec4 rgbyM = textureLod(tex, posM, 0.0);\n"
        " float lumaS = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2( 0, 1)));\n"
        " float lumaE = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2( 1, 0)));\n"
        " float lumaN = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2( 0,-1)));\n"
        " float lumaW = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2(-1, 0)));\n"
        " float maxSM = max(lumaS, rgbyM.w);\n"
        " float minSM = min(lumaS, rgbyM.w);\n"
        " float maxESM = max(lumaE, maxSM);\n"
        " float minESM = min(lumaE, minSM);\n"
        " float maxWN = max(lumaN, lumaW);\n"
        " float minWN = min(lumaN, lumaW);\n"
        " float rangeMax = max(maxWN, maxESM);\n"
        " float rangeMin = min(minWN, minESM);\n"
        " float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n"
        " float range = rangeMax - rangeMin;\n"
        " float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n"
        " bool earlyExit = range < rangeMaxClamped;\n"
        " if(earlyExit)\n"
        " return rgbyM;\n"
        "\n"
        " float lumaNW = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2(-1,-1)));\n"
        " float lumaSE = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2( 1, 1)));\n"
        " float lumaNE = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2( 1,-1)));\n"
        " float lumaSW = FxaaLuma(textureLodOffset(tex, posM, 0.0, ivec2(-1, 1)));\n"
        " float lumaNS = lumaN + lumaS;\n"
        " float lumaWE = lumaW + lumaE;\n"
        " float subpixRcpRange = 1.0/range;\n"
        " float subpixNSWE = lumaNS + lumaWE;\n"
        " float edgeHorz1 = (-2.0 * rgbyM.w) + lumaNS;\n"
        " float edgeVert1 = (-2.0 * rgbyM.w) + lumaWE;\n"
        " float lumaNESE = lumaNE + lumaSE;\n"
        " float lumaNWNE = lumaNW + lumaNE;\n"
        " float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n"
        " float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n"
        " float lumaNWSW = lumaNW + lumaSW;\n"
        " float lumaSWSE = lumaSW + lumaSE;\n"
        " float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n"
        " float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n"
        " float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n"
        " float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n"
        " float edgeHorz = abs(edgeHorz3) + edgeHorz4;\n"
        " float edgeVert = abs(edgeVert3) + edgeVert4;\n"
        " float subpixNWSWNESE = lumaNWSW + lumaNESE;\n"
        " float lengthSign = fxaaQualityRcpFrame.x;\n"
        " bool horzSpan = edgeHorz >= edgeVert;\n"
        " float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n"
        " if(!horzSpan) lumaN = lumaW;\n"
        " if(!horzSpan) lumaS = lumaE;\n"
        " if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n"
        " float subpixB = (subpixA * (1.0/12.0)) - rgbyM.w;\n"
        " float gradientN = lumaN - rgbyM.w;\n"
        " float gradientS = lumaS - rgbyM.w;\n"
        " float lumaNN = lumaN + rgbyM.w;\n"
        " float lumaSS = lumaS + rgbyM.w;\n"
        " bool pairN = abs(gradientN) >= abs(gradientS);\n"
        " float gradient = max(abs(gradientN), abs(gradientS));\n"
        " if(pairN) lengthSign = -lengthSign;\n"
        " float subpixC = clamp(abs(subpixB) * subpixRcpRange, 0.0, 1.0);\n"
        " vec2 posB;\n"
        " posB.x = posM.x;\n"
        " posB.y = posM.y;\n"
        " vec2 offNP;\n"
        " offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n"
        " offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n"
        " if(!horzSpan) posB.x += lengthSign * 0.5;\n"
        " if( horzSpan) posB.y += lengthSign * 0.5;\n"
        " vec2 posN;\n"
        " posN.x = posB.x - offNP.x * 1.0;\n"
        " posN.y = posB.y - offNP.y * 1.0;\n"
        " vec2 posP;\n"
        " posP.x = posB.x + offNP.x * 1.0;\n"
        " posP.y = posB.y + offNP.y * 1.0;\n"
        " float subpixD = ((-2.0)*subpixC) + 3.0;\n"
        " float lumaEndN = FxaaLuma(textureLod(tex, posN, 0.0));\n"
        " float subpixE = subpixC * subpixC;\n"
        " float lumaEndP = FxaaLuma(textureLod(tex, posP, 0.0));\n"
        " if(!pairN) lumaNN = lumaSS;\n"
        " float gradientScaled = gradient * 1.0/4.0;\n"
        " float lumaMM = rgbyM.w - lumaNN * 0.5;\n"
        " float subpixF = subpixD * subpixE;\n"
        " bool lumaMLTZero = lumaMM < 0.0;\n"
        " lumaEndN -= lumaNN * 0.5;\n"
        " lumaEndP -= lumaNN * 0.5;\n"
        " bool doneN = abs(lumaEndN) >= gradientScaled;\n"
        " bool doneP = abs(lumaEndP) >= gradientScaled;\n"
        " if(!doneN) posN.x -= offNP.x * 1.5;\n"
        " if(!doneN) posN.y -= offNP.y * 1.5;\n"
        " bool doneNP = (!doneN) || (!doneP);\n"
        " if(!doneP) posP.x += offNP.x * 1.5;\n"
        " if(!doneP) posP.y += offNP.y * 1.5;\n"
        " if(doneNP) {\n"
        " if(!doneN) lumaEndN = FxaaLuma(textureLod(tex, posN.xy, 0.0));\n"
        " if(!doneP) lumaEndP = FxaaLuma(textureLod(tex, posP.xy, 0.0));\n"
        " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n"
        " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n"
        " doneN = abs(lumaEndN) >= gradientScaled;\n"
        " doneP = abs(lumaEndP) >= gradientScaled;\n"
        " if(!doneN) posN.x -= offNP.x * 2.0;\n"
        " if(!doneN) posN.y -= offNP.y * 2.0;\n"
        " doneNP = (!doneN) || (!doneP);\n"
        " if(!doneP) posP.x += offNP.x * 2.0;\n"
        " if(!doneP) posP.y += offNP.y * 2.0;\n"
        " if(doneNP) {\n"
        " if(!doneN) lumaEndN = FxaaLuma(textureLod(tex, posN.xy, 0.0));\n"
        " if(!doneP) lumaEndP = FxaaLuma(textureLod(tex, posP.xy, 0.0));\n"
        " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n"
        " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n"
        " doneN = abs(lumaEndN) >= gradientScaled;\n"
        " doneP = abs(lumaEndP) >= gradientScaled;\n"
        " if(!doneN) posN.x -= offNP.x * 2.0;\n"
        " if(!doneN) posN.y -= offNP.y * 2.0;\n"
        " doneNP = (!doneN) || (!doneP);\n"
        " if(!doneP) posP.x += offNP.x * 2.0;\n"
        " if(!doneP) posP.y += offNP.y * 2.0;\n"
        " if(doneNP) {\n"
        " if(!doneN) lumaEndN = FxaaLuma(textureLod(tex, posN.xy, 0.0));\n"
        " if(!doneP) lumaEndP = FxaaLuma(textureLod(tex, posP.xy, 0.0));\n"
        " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n"
        " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n"
        " doneN = abs(lumaEndN) >= gradientScaled;\n"
        " doneP = abs(lumaEndP) >= gradientScaled;\n"
        " if(!doneN) posN.x -= offNP.x * 4.0;\n"
        " if(!doneN) posN.y -= offNP.y * 4.0;\n"
        " doneNP = (!doneN) || (!doneP);\n"
        " if(!doneP) posP.x += offNP.x * 4.0;\n"
        " if(!doneP) posP.y += offNP.y * 4.0;\n"
        " if(doneNP) {\n"
        " if(!doneN) lumaEndN = FxaaLuma(textureLod(tex, posN.xy, 0.0));\n"
        " if(!doneP) lumaEndP = FxaaLuma(textureLod(tex, posP.xy, 0.0));\n"
        " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n"
        " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n"
        " doneN = abs(lumaEndN) >= gradientScaled;\n"
        " doneP = abs(lumaEndP) >= gradientScaled;\n"
        " if(!doneN) posN.x -= offNP.x * 12.0;\n"
        " if(!doneN) posN.y -= offNP.y * 12.0;\n"
        " doneNP = (!doneN) || (!doneP);\n"
        " if(!doneP) posP.x += offNP.x * 12.0;\n"
        " if(!doneP) posP.y += offNP.y * 12.0;\n"
        " }\n"
        " }\n"
        " }\n"
        " }\n"
        "\n"
        " float dstN = posM.x - posN.x;\n"
        " float dstP = posP.x - posM.x;\n"
        " if(!horzSpan) dstN = posM.y - posN.y;\n"
        " if(!horzSpan) dstP = posP.y - posM.y;\n"
        "\n"
        " bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n"
        " float spanLength = (dstP + dstN);\n"
        " bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n"
        " float spanLengthRcp = 1.0/spanLength;\n"
        "\n"
        " bool directionN = dstN < dstP;\n"
        " float dst = min(dstN, dstP);\n"
        " bool goodSpan = directionN ? goodSpanN : goodSpanP;\n"
        " float subpixG = subpixF * subpixF;\n"
        " float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n"
        " float subpixH = subpixG * fxaaQualitySubpix;\n"
        "\n"
        " float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n"
        " float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n"
        " if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n"
        " if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n"
        " \n"
        " return vec4(textureLod(tex, posM, 0.0).xyz, rgbyM.w);\n"
        "}\n"
        "\n"
        "void main() { \n"
        " FragColor = FxaaPixelShader(\n"
        " ftexcoord,\n"
        " texture,\n"
        " 1.0/textureSize(texture,0),\n"
        " 0.75,\n"
        " 0.166,\n"
        " 0.0625\n"
        " );\n"
        "}\n";
   
    // program and shader handles
    GLuint post_effect_shader_program, post_effect_vertex_shader, post_effect_fragment_shader;

    // create and compiler vertex shader
    post_effect_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    source = post_effect_vertex_source.c_str();
    length = post_effect_vertex_source.size();
    glShaderSource(post_effect_vertex_shader, 1, &source, &length);
    glCompileShader(post_effect_vertex_shader);
    if(!check_shader_compile_status(post_effect_vertex_shader))
    {
        return 1;
    }
 
    // create and compiler fragment shader
    post_effect_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    source = post_effect_fragment_source.c_str();
    length = post_effect_fragment_source.size();
    glShaderSource(post_effect_fragment_shader, 1, &source, &length);
    glCompileShader(post_effect_fragment_shader);
    if(!check_shader_compile_status(post_effect_fragment_shader))
    {
        return 1;
    }
    
    // create program
    post_effect_shader_program = glCreateProgram();
    
    // attach shaders
    glAttachShader(post_effect_shader_program, post_effect_vertex_shader);
    glAttachShader(post_effect_shader_program, post_effect_fragment_shader);
    
    // link the program and check for errors
    glLinkProgram(post_effect_shader_program);
    check_program_link_status(post_effect_shader_program);
    
    // get texture uniform location
    GLint post_effect_texture_location = glGetUniformLocation(post_effect_shader_program, "texture");
    
    // vao and vbo handle
    GLuint post_effect_vao, post_effect_vbo, post_effect_ibo;
 
    // generate and bind the vao
    glGenVertexArrays(1, &post_effect_vao);
    glBindVertexArray(post_effect_vao);
    
    // generate and bind the vertex buffer object
    glGenBuffers(1, &post_effect_vbo);
    glBindBuffer(GL_ARRAY_BUFFER, post_effect_vbo);
            
    // data for a fullscreen quad (this time with texture coords)
    GLfloat post_effect_vertexData[] = {
    // X Y Z U V
       1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // vertex 0
      -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // vertex 1
       1.0f,-1.0f, 0.0f, 1.0f, 0.0f, // vertex 2
      -1.0f,-1.0f, 0.0f, 0.0f, 0.0f, // vertex 3
    }; // 4 vertices with 5 components (floats) each

    // fill with data
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*5, post_effect_vertexData, GL_STATIC_DRAW);
                    
           
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 0*sizeof(GLfloat));
 
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (char*)0 + 3*sizeof(GLfloat));
    
    
    // generate and bind the index buffer object
    glGenBuffers(1, &post_effect_ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, post_effect_ibo);
            
    GLuint post_effect_indexData[] = {
        0,1,2, // first triangle
        2,1,3, // second triangle
    };

    // fill with data
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*2*3, post_effect_indexData, GL_STATIC_DRAW);
    
    // "unbind" vao
    glBindVertexArray(0);
    
    // texture handle
    GLuint texture;
    
    // generate texture
    glGenTextures(1, &texture);

    // bind the texture
    glBindTexture(GL_TEXTURE_2D, texture);
     
    // set texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     
    // set texture content
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);


    // renderbuffer handle
    GLuint rbf;
    
    // generate renderbuffers
    glGenRenderbuffers(1, &rbf);
       
    glBindRenderbuffer(GL_RENDERBUFFER, rbf);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);

    // framebuffer handle
    GLuint fbo;
        
    // generate framebuffer
    glGenFramebuffers(1, &fbo);

    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbf);
   
  
    bool fxaa = true;
    bool space_down = false;
    running = true;
    while(running)
    {
        // get the time in seconds
        float t = glfwGetTime();
        
        // terminate on escape
        if(glfwGetKey(GLFW_KEY_ESC))
        {
            running = false;
        }
        
        // toggle fxaa on/off with space
        if(glfwGetKey(GLFW_KEY_SPACE) && !space_down)
        {
            fxaa = !fxaa;
        }
        space_down = glfwGetKey(GLFW_KEY_SPACE);
        
        glEnable(GL_DEPTH_TEST);
        
        // bind target framebuffer
        if(fxaa)
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        else
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            
        // clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        // use the shader program
        glUseProgram(shader_program);
        
        // calculate ViewProjection matrix
        glm::mat4 Projection = glm::perspective(90.0f, 4.0f / 3.0f, 0.1f, 100.f);
        
        // translate the world/view position
        glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -5.0f));
        
        // make the camera rotate around the origin
        View = glm::rotate(View, 90.0f*t, glm::vec3(1.0f, 1.0f, 1.0f));
        
        glm::mat4 ViewProjection = Projection*View;
        
        // set the uniform
        glUniformMatrix4fv(ViewProjection_location, 1, GL_FALSE, glm::value_ptr(ViewProjection));
        
        // bind the vao
        glBindVertexArray(vao);

        // draw
        glDrawElements(GL_TRIANGLES, 6*6, GL_UNSIGNED_INT, 0);
        
        // apply post processing only when fxaa is on
        if(fxaa)
        {
            // bind the "screen frambuffer"
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            
            // we are not 3d rendering so no depth test
            glDisable(GL_DEPTH_TEST);
            
            // use the shader program
            glUseProgram(post_effect_shader_program);
            
            // bind texture to texture unit 0
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, texture);
            
            // set uniforms
            glUniform1i(post_effect_texture_location, 0);
            
            // bind the vao
            glBindVertexArray(post_effect_vao);

            // draw
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        }
       
        // check for errors
        GLenum error = glGetError();
        if(error != GL_NO_ERROR)
        {
            std::cerr << gluErrorString(error);
            running = false;
        }
        
        // finally swap buffers
        glfwSwapBuffers();
    }
    
    // delete the created objects
    
    glDeleteVertexArrays(1, &vao);
    glDeleteBuffers(1, &vbo);
    glDeleteBuffers(1, &ibo);
    
    glDetachShader(shader_program, vertex_shader);
    glDetachShader(shader_program, fragment_shader);
    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);
    glDeleteProgram(shader_program);
    
    glDeleteVertexArrays(1, &post_effect_vao);
    glDeleteBuffers(1, &post_effect_vbo);
    glDeleteBuffers(1, &post_effect_ibo);
    
    glDetachShader(post_effect_shader_program, post_effect_vertex_shader);
    glDetachShader(post_effect_shader_program, post_effect_fragment_shader);
    glDeleteShader(post_effect_vertex_shader);
    glDeleteShader(post_effect_fragment_shader);
    glDeleteProgram(post_effect_shader_program);

    glfwCloseWindow();
    glfwTerminate();
    return 0;
}

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