#include "text_shared.hlsli" struct VSOut { float4 Color : TEXCOORD0; float2 UV : TEXCOORD1; float2 pixelPosition: TEXCOORD2; uint Instance: TEXCOORD3; float4 Position : SV_Position; }; struct Input { float3 Position : TEXCOORD0; float3 Normal : TEXCOORD1; float4 Color : TEXCOORD2; float2 UV : TEXCOORD3; uint Bones : TEXCOORD4; uint weights : TEXCOORD5; uint Instance : SV_InstanceID; }; VSOut main(Input v) { FontInfo s = fontBuffer[v.Instance]; VSOut o; float2 t = v.Position.xy + s.position; o.pixelPosition = t; //gl_Position = vec4(( (v.Position.xy + pos) / PushConstants.extent) * 2 + vec2(-1.0f, -1.0f), v.Position.z, 1.0); o.Position = float4((t / Extents) * 2 + float2(-1.0f, -1.0f), v.Position.z, 1.0); o.UV = v.UV; o.Color = v.Color; o.Instance = v.Instance; return o; }