private void Initialize()
{
Smaa = new Smaa();
Shader = new GLShader(
"attribute vec4 position; attribute vec4 texCoords; varying vec2 v_texCoord; void main() { gl_Position = position; v_texCoord = texCoords.xy; }",
"uniform sampler2D texture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D(texture, v_texCoord); }"
);
VertexBuffer = GLBuffer.Create().SetData(CSharpPlatform.RectangleF.FromCoords(-1, -1, +1, +1).GetFloat2TriangleStripCoords());
Shader.BindUniformsAndAttributes(ShaderInfo);
// TestTexture = GLTexture.Create().SetFormat(TextureFormat.RGBA).SetSize(2, 2).SetData(new uint[] { 0xFF0000FF, 0xFF00FFFF, 0xFFFF00FF, 0xFFFFFFFF });
}