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renderdoc/renderdoc/data/glsl/vktext.vert
T

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GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2022 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#define FONT_UBO
#include "glsl_ubos.h"
layout(location = 0) out vec4 tex;
layout(location = 1) out vec2 glyphuv;
void main(void)
{
const vec3 verts[6] = vec3[6](vec3(0.0, 0.0, 0.5), vec3(1.0, 0.0, 0.5), vec3(0.0, 1.0, 0.5),
vec3(1.0, 0.0, 0.5), vec3(0.0, 1.0, 0.5), vec3(1.0, 1.0, 0.5));
uint vert = uint(gl_VertexIndex) % 6u;
vec3 pos = verts[vert];
uint strindex = uint(gl_VertexIndex) / 6u;
vec2 charPos =
vec2(float(strindex) + pos.x + general.TextPosition.x, pos.y + general.TextPosition.y);
FontGlyphData G = glyphs.data[str.chars[strindex].x];
gl_Position =
vec4(charPos.xy * 2.0f * general.TextSize * general.FontScreenAspect.xy + vec2(-1, -1), 1, 1);
glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
tex = G.uvdata * general.CharacterSize.xyxy;
}