ui rendering works now
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@@ -0,0 +1,103 @@
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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 30 0
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layout(binding = 2)
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layout(std140) uniform _S1
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{
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uint _data;
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} numBackgroundTextures_0;
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#line 33
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layout(binding = 3)
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uniform texture2D backgroundTextures_0[];
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#line 27
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layout(binding = 1)
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uniform sampler backgroundSampler_0;
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#line 27
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layout(location = 0)
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out vec4 _S2;
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#line 63
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layout(location = 0)
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in vec2 _S3;
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#line 1
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layout(location = 1)
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in vec3 _S4;
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#line 1
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flat layout(location = 2)
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in uint _S5;
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#line 1
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layout(location = 3)
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in vec3 _S6;
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#line 1
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layout(location = 4)
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in float _S7;
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#line 1
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layout(location = 5)
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in vec2 _S8;
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#line 1
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struct RenderElementStyle_0
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{
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vec3 position_0;
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uint backgroundImageIndex_0;
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vec3 backgroundColor_0;
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float opacity_0;
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vec2 dimensions_0;
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};
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#line 63
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void main()
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{
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vec4 bgTextureColor_0;
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#line 63
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RenderElementStyle_0 _S9 = RenderElementStyle_0(_S4, _S5, _S6, _S7, _S8);
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#line 69
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const vec4 _S10 = vec4(float(1), float(1), float(1), float(1));
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#line 69
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uint imageIndex_0 = _S9.backgroundImageIndex_0;
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if(imageIndex_0 < numBackgroundTextures_0._data)
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{
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vec4 _S11 = (texture(sampler2D(backgroundTextures_0[imageIndex_0],backgroundSampler_0), (_S3)));
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#line 71
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bgTextureColor_0 = _S11;
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}
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else
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{
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#line 71
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bgTextureColor_0 = _S10;
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}
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#line 71
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_S2 = vec4(_S9.backgroundColor_0, _S9.opacity_0) * bgTextureColor_0;
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#line 71
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return;
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}
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