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Use gl_VertexIndex / gl_InstanceIndex instead of ID variants on vulkan
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@@ -36,5 +36,5 @@ void main(void)
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vec4(-1.0, 1.0, 0.5, 1.0),
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vec4( 1.0, 1.0, 0.5, 1.0));
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gl_Position = verts[gl_VertexID];
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gl_Position = verts[gl_VertexIndex];
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}
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@@ -56,7 +56,7 @@ void main(void)
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pos.y = -pos.y;
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gl_Position = Mesh.mvp * pos;
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gl_Position.xy += Mesh.pointSpriteSize.xy*0.01f*psprite[gl_VertexID%4]*gl_Position.w;
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gl_Position.xy += Mesh.pointSpriteSize.xy*0.01f*psprite[gl_VertexIndex%4]*gl_Position.w;
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OUT.secondary = secondary;
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OUT.norm = vec4(0, 0, 1, 1);
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@@ -42,8 +42,8 @@ void main(void)
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vec3( 0.0, 1.0, 0.5),
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vec3( 1.0, 1.0, 0.5));
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vec3 pos = verts[gl_VertexID];
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uint strindex = gl_InstanceID;
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vec3 pos = verts[gl_VertexIndex];
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uint strindex = gl_InstanceIndex;
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vec2 charPos = vec2(strindex + pos.x + general.TextPosition.x, pos.y + general.TextPosition.y);
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