function ScreenEffectFragment(const Depth: boolean): string;
Library of GLSL fragment shader functions useful for screen effects. This looks at current OpenGL context multi-sampling capabilities to return the correct shader code.
Note that to work with OpenGLES, we have to glue all fragment shaders, and ScreenEffectFragment must be before the actual shader code. The string returned by this function is guaranteed to end with a newline, to make it easy.
So you usually want to create screen effect shaders like this:
Shader := TGLSLProgram.Create;
Shader.AttachVertexShader(ScreenEffectVertex);
Shader.AttachFragmentShader(
ScreenEffectFragment(false { or true if you use depth }) +
'... my custom screen effect GLSL code ...');
Shader.Link(true);
{ uaIgnore is a good idea here, in case some uniform variable
from ScreenEffectFragment code may be left unused. }
Shader.UniformNotFoundAction := uaIgnore;