Castle Game Engine: CastleScreenEffects

# Unit CastleScreenEffects
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Utilities for creating custom screen effects. ## Overview ### Functions and Procedures
`function ScreenEffectVertex: string;`
`function ScreenEffectFragment(const Depth: boolean): string;`
## Description ### Functions and Procedures
`function ScreenEffectVertex: string;`
Standard GLSL vertex shader for screen effect.
`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;
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