<commit_before>#include "ofApp.h"
#include "ofFbo.h"

void ofApp::setup(){

    ofSetLogLevel(OF_LOG_VERBOSE); // Removing this does not make bokeh work.
    ofEnableAlphaBlending();

    shader.load("shadersGL3/shader");

    // We enlarge the plane so it covers half the screen.
    int plane_width = width * 0.5;
    int plane_height = height * 0.5;
    int plane_grid_size = 60;
    int plane_columns = plane_width / plane_grid_size;
    int plane_rows = plane_height / plane_grid_size;
    plane.set(plane_width, plane_height, plane_columns, plane_rows, OF_PRIMITIVE_TRIANGLES);

    render_buffer.allocate(width, height, GL_RGBA); //RGB or RGBA here makes no difference.
    fx_effect.allocate(width, height);
}

void ofApp::draw_plane_and_update_effect() {
    ofFloatColor c = ofColor::fromHsb(125, 255, 255); // Teal color
    float line_color[4] = {c.r, c.g, c.b, c.a};

    render_buffer.begin();
    shader.begin();
    {
        // Drawing the background to the render_buffer fbo has no effect.

        // This just sets the color for all frags<commit_msg>Indicate solution ofDisableArbTex failed.<commit_after>#include "ofApp.h"
#include "ofFbo.h"

void ofApp::setup(){

    ofSetLogLevel(OF_LOG_VERBOSE); // Removing this does not make bokeh work.
    ofEnableAlphaBlending();

    // This was proposed as a solution on the forums for a texture/coordinate
    // mismatch problem when using fbo textures. It does not help.
    /* ofDisableArbTex(); */

    shader.load("shadersGL3/shader");

    // We enlarge the plane so it covers half the screen.
    int plane_width = width * 0.5;
    int plane_height = height * 0.5;
    int plane_grid_size = 60;
    int plane_columns = plane_width / plane_grid_size;
    int plane_rows = plane_height / plane_grid_size;
    plane.set(plane_width, plane_height, plane_columns, plane_rows, OF_PRIMITIVE_TRIANGLES);

    render_buffer.allocate(width, height, GL_RGBA); //RGB or RGBA here makes no difference.
    fx_effect.allocate(width, height);
}

void ofApp::draw_plane_and_update_effect() {
    ofFloatColor c = ofColor::fromHsb(125, 255, 255); // Teal color
    float line_color[4] = {c.r, c.g, c.b, c.a};

    render_buffer.begin();
    shader.begin();
    {
        // Drawing the background to the render_buffer fbo has no effect.

        // This just sets the color for all frags
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{'dir': 'git-commits-cleaned', 'id': '6773668', 'n_tokens_mistral': 819, 'n_tokens_neox': 771, 'n_words': 219}