QuadGeometry function
Produces single square: -1 <= x,y <= 1, z == 0
This is mostly useful for processing the whole screen in the fragment shader
Implementation
GeometryBuilder QuadGeometry(num size) {
List<VM.Vector3> vertices = [
VM.Vector3(-1.0 * size, -1.0 * size, 0.0),
VM.Vector3(1.0 * size, -1.0 * size, 0.0),
VM.Vector3(1.0 * size, 1.0 * size, 0.0),
VM.Vector3(-1.0 * size, 1.0 * size, 0.0)
];
List<VM.Vector2> uvs = [
VM.Vector2(0.0, 0.0),
VM.Vector2(1.0, 0.0),
VM.Vector2(1.0, 1.0),
VM.Vector2(0.0, 1.0)
];
VM.Vector3 n = VM.Vector3(0.0, 0.0, 1.0);
List<VM.Vector3> normals = [n, n, n, n];
GeometryBuilder gb = GeometryBuilder();
gb.EnableAttribute(aTexUV);
gb.AddVerticesFace4(vertices);
gb.AddAttributesVector2(aTexUV, uvs);
gb.EnableAttribute(aNormal);
gb.AddAttributesVector3(aNormal, normals);
return gb;
}