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