#version 460 layout(location = 0) in vec3 texPosition; layout(location = 1) in vec3 texNormal; layout(location = 2) in vec4 texColor; layout(location = 3) in vec2 texCoord; layout (location = 0) out vec4 fragColor; layout (location = 1) out vec2 texCoords; layout (location = 2) out int instanceId; layout (location = 3) out vec2 pixelPosition; #include "FontSDFShared.glsl" void main() { vec2 pos = fontBuffer.fontInfo[gl_BaseInstance].position; vec2 size = fontBuffer.fontInfo[gl_BaseInstance].size; vec2 t = texPosition.xy + pos; pixelPosition = t; //gl_Position = vec4(( (texPosition.xy + pos) / PushConstants.extent) * 2 + vec2(-1.0f, -1.0f), texPosition.z, 1.0); gl_Position = vec4((t / PushConstants.extent) * 2 + vec2(-1.0f, -1.0f), texPosition.z, 1.0); texCoords = texCoord; fragColor = texColor; instanceId = gl_BaseInstance; }