--- /dev/null
+#include "mesh.h"
+#include "meshbuilder.h"
+#include "postprocessor.h"
+#include "sampler.h"
+#include "shader.h"
+
+namespace Msp {
+namespace GL {
+
+WeakPtr<Mesh> PostProcessor::fullscreen_quad;
+WeakPtr<Sampler> PostProcessor::nearest_sampler;
+WeakPtr<Sampler> PostProcessor::linear_sampler;
+
+void PostProcessor::render(Renderer &, const Texture2D &color, const Texture2D &depth)
+{
+ render(color, depth);
+}
+
+RefPtr<Mesh> PostProcessor::get_fullscreen_quad()
+{
+ RefPtr<Mesh> mesh = fullscreen_quad;
+ if(!mesh)
+ {
+ mesh = new Mesh(VERTEX2);
+ MeshBuilder builder(*mesh);
+ builder.begin(TRIANGLE_STRIP);
+ builder.vertex(-1, 1);
+ builder.vertex(-1, -1);
+ builder.vertex(1, 1);
+ builder.vertex(1, -1);
+ builder.end();
+ fullscreen_quad = mesh;
+ }
+ return mesh;
+}
+
+RefPtr<Sampler> PostProcessor::get_nearest_sampler()
+{
+ RefPtr<Sampler> sampler = nearest_sampler;
+ if(!sampler)
+ {
+ sampler = new Sampler;
+ sampler->set_filter(NEAREST);
+ sampler->set_wrap(CLAMP_TO_EDGE);
+ nearest_sampler = sampler;
+ }
+ return sampler;
+}
+
+RefPtr<Sampler> PostProcessor::get_linear_sampler()
+{
+ RefPtr<Sampler> sampler = linear_sampler;
+ if(!sampler)
+ {
+ sampler = new Sampler;
+ sampler->set_filter(LINEAR);
+ sampler->set_wrap(CLAMP_TO_EDGE);
+ linear_sampler = sampler;
+ }
+ return sampler;
+}
+
+
+PostProcessor::Template::Template():
+ size_divisor(1)
+{ }
+
+
+PostProcessor::Template::Loader::Loader(Template &t):
+ DataFile::ObjectLoader<Template>(t)
+{
+ add("size_divisor", &Template::size_divisor);
+}
+
+} // namespace GL
+} // namespace Msp