+ frag_shader.append(read_version_dependent_file("footer", "frag"));
+
+ string vert_shader = read_version_dependent_file("vs", "vert");
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+
+ // Prepare the geometry for the fullscreen quad used in this phase.
+ // (We have separate VAOs per shader, since the bindings can in theory
+ // be different.)
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ glGenVertexArrays(1, &phase->vao);
+ check_error();
+ glBindVertexArray(phase->vao);
+ check_error();
+
+ phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.