// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+
+ // The geometry needed to draw this quad, bound to the vertex array
+ // object. (Seemingly it's actually a win not to upload geometry every
+ // frame, even for something as small as a quad, due to fewer state
+ // changes.)
+ GLuint vao;
+ GLuint position_vbo, texcoord_vbo;
};
class EffectChain {