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modkitv0.2

Core fullscreen-pass API (mk_fullscreen_*) — no quad, no present VS.

← All examples46_fullscreen

Pass 1 draws a colorful 2D scene into an offscreen render target. Pass 2 presents that target to the backbuffer through one of the core fullscreen helpers — cycle with SPACE: - mk_fullscreen_blit : straight present/copy (sampled) - mk_fullscreen_pass + custom : an invert effect (built-in VS + user FS) - mk_fullscreen_debug : R / G / B / luma channel inspector None of these need a vertex buffer or a hand-written present vertex shader: the built-in fullscreen triangle (mk_draw_desc.vertex_count = 3) covers the screen from gl_VertexID.

Core fullscreen-pass API (mk_fullscreen_*) — no quad, no present VS.

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Number
46
Tags
shadersposttexture2dvectorrender-target
Source
examples/46_fullscreen/main.c

Build and run

./scripts/build-linux.sh release --target=46_fullscreen --run