You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: quadrender.rs
    path of file: ./repos/bracket-lib/bracket-terminal/src/hal/gl_common
    
    the code of the file until where you have to start completion: use super::VertexArrayId;
use glow::HasContext;

/// Sets up a simple VAO/VBO to render a single quad
/// Used for presenting the backing buffer and in post-process chains.
pub fn setup_quad(gl: &glow::Context) -> VertexArrayId {
    #[rustfmt::skip]
    let quad_vertices: [f32; 24] = [
        // vertex attributes for a quad that fills the
    
pub fn setup_quad(gl: &glow::Context) -> VertexArrayId {
    #[rustfmt::skip]
    let quad_vertices: [f32; 24] = [
        // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
        // positions // texCoords
        -1.0,  1.0, 0.0, 1.0,
        -1.0, -1.0, 0.0, 0.0,
         1.0, -1.0, 1.0, 0.0,
        -1.0,  1.0, 0.0, 1.0,
         1.0, -1.0, 1.0, 0.0,
         1.0,  1.0, 1.0, 1.0,
    ];
    let (vertex_array, vertex_buffer);
    unsafe {
        vertex_array = gl.create_vertex_array().unwrap();
        gl.bind_vertex_array(Some(vertex_array));

        vertex_buffer = gl.create_buffer().unwrap();
        gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
        gl.buffer_data_u8_slice(
            glow::ARRAY_BUFFER,
            quad_vertices.align_to::<u8>().1,
            glow::STATIC_DRAW,
        );

        gl.enable_vertex_attrib_array(0);
        gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
        let stride = 4 * std::mem::size_of::<f32>() as i32;
        gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
        gl.enable_vertex_attrib_array(1);
        gl.vertex_attrib_pointer_f32(
            1,
            2,
            glow::FLOAT,
            false,
            stride,
            2 * std::mem::size_of::<f32>() as i32,
        );

        gl.bind_vertex_array(None);
    }

    vertex_array
}