This shader uses triangles from a `WindowVertexBuffer` to render to the full window size. ```cs public class ScreenShader : SmartShader { protected override string FragmentOuter => "out vec4 oColor;"; protected override string FragmentInner => "oColor = vec4(vUV.x, vUV.y, 0.0, 1.0);"; // These three are sealed protected override sealed string Varyings => "in vec2 vUV;"; protected override sealed string VertexOuter => VertexAttribStrings.Get<WindowVertexBuffer>(); protected override sealed string VertexInner => @" vUV = aUV; gl_Position = vec4(aPosition, 0.0, 1.0); "; } ```