# Source code for moderngl_window.geometry.quad

    import numpy

    import moderngl
    from moderngl_window.opengl.vao import VAO
    from moderngl_window.geometry.attributes import AttributeNames

    def quad_fs(attr_names=AttributeNames, normals=True, uvs=True, name=None) -> VAO:
        """
        Creates a screen aligned quad using two triangles with normals and texture coordinates.

        Keyword Args:
            attr_names (AttributeNames): Attrib name config
            normals (bool): Include normals in VAO
            uvs (bool): Include texture coordinates in VAO
            name (str): Optional name for the VAO
        Returns:
            A :py:class:`~moderngl_window.opengl.vao.VAO` instance.
        """
        return quad_2d(
            size=(2.0, 2.0), normals=normals, uvs=uvs, attr_names=attr_names, name=name,
        )

    def quad_2d(
        size=(1.0, 1.0),
        pos=(0.0, 0.0),
        normals=True,
        uvs=True,
        attr_names=AttributeNames,
        name=None,
    ) -> VAO:
        """
        Creates a 2D quad VAO using 2 triangles with normals and texture coordinates.

        Keyword Args:
            size (tuple): width and height
            pos (float): Center position x and y
            normals (bool): Include normals in VAO
            uvs (bool): Include texture coordinates in VAO
            attr_names (AttributeNames): Attrib name config
            name (str): Optional name for the VAO
        Returns:
            A :py:class:`~moderngl_window.opengl.vao.VAO` instance.
        """
        width, height = size
        xpos, ypos = pos

        # fmt: off
        pos_data = numpy.array([
            xpos - width / 2.0, ypos + height / 2.0, 0.0,
            xpos - width / 2.0, ypos - height / 2.0, 0.0,
            xpos + width / 2.0, ypos - height / 2.0, 0.0,
            xpos - width / 2.0, ypos + height / 2.0, 0.0,
            xpos + width / 2.0, ypos - height / 2.0, 0.0,
            xpos + width / 2.0, ypos + height / 2.0, 0.0,
        ], dtype=numpy.float32)

        normal_data = numpy.array([
            0.0, 0.0, 1.0,
            0.0, 0.0, 1.0,
            0.0, 0.0, 1.0,
            0.0, 0.0, 1.0,
            0.0, 0.0, 1.0,
            0.0, 0.0, 1.0,
        ], dtype=numpy.float32)

        uv_data = numpy.array([
            0.0, 1.0,
            0.0, 0.0,
            1.0, 0.0,
            0.0, 1.0,
            1.0, 0.0,
            1.0, 1.0,
        ], dtype=numpy.float32)
        # fmt: on

        vao = VAO(name or "geometry:quad", mode=moderngl.TRIANGLES)
        vao.buffer(pos_data, "3f", [attr_names.POSITION])
        if normals:
            vao.buffer(normal_data, "3f", [attr_names.NORMAL])
        if uvs:
            vao.buffer(uv_data, "2f", [attr_names.TEXCOORD_0])

        return vao