Text Rendering works
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@@ -1,20 +1,44 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(row_major) uniform;
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layout(row_major) buffer;
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#line 61 0
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#line 18 0
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layout(binding = 1, set = 1)
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uniform texture2D glyphTextures_0[];
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#line 14
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layout(binding = 1)
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uniform sampler glyphSampler_0;
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#line 14
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layout(location = 0)
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out vec4 _S1;
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#line 61
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#line 62
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layout(location = 0)
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in vec2 _S2;
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#line 62
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flat layout(location = 1)
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in uint _S3;
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#line 62
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void main()
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{
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#line 61
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_S1 = vec4(float(0), float(1), float(0), float(1));
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#line 68
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vec4 _S4 = (texture(sampler2D(glyphTextures_0[_S3],glyphSampler_0), (_S2)));
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#line 61
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#line 68
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_S1 = _S4;
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#line 68
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return;
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}
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