ui rendering works now
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@@ -0,0 +1,83 @@
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#version 450
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layout(row_major) uniform;
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layout(row_major) buffer;
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#line 1 0
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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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vec4 borderBottomColor_0;
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vec4 borderLeftColor_0;
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vec4 borderRightColor_0;
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vec4 borderTopColor_0;
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float borderBottomLeftRadius_0;
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float borderBottomRightRadius_0;
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float borderTopLeftRadius_0;
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float borderTopRightRadius_0;
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vec2 dimensions_0;
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};
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#line 33
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layout(std430, binding = 3) readonly buffer _S1 {
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RenderElementStyle_0 _data[];
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} elements_0;
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#line 33
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layout(location = 0)
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out vec2 _S2;
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#line 33
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layout(location = 1)
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out uint _S3;
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struct VertexStageOutput_0
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{
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vec4 position_1;
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vec2 texCoords_0;
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uint elementId_0;
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};
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void main()
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{
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#line 46
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uint _S4 = uint(gl_VertexIndex);
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#line 46
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uint _S5 = uint(gl_InstanceIndex);
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RenderElementStyle_0 style_0 = ((elements_0)._data[(_S5)]);
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float xMin_0 = style_0.position_0.x;
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float xMax_0 = xMin_0 + style_0.dimensions_0.x;
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float yMin_0 = style_0.position_0.y;
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float yMax_0 = yMin_0 + style_0.dimensions_0.y;
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vec4 coordinates_0[4] = { vec4(xMin_0, yMin_0, float(0), float(0)), vec4(xMin_0, yMax_0, float(0), float(1)), vec4(xMax_0, yMin_0, float(1), float(0)), vec4(xMax_0, yMax_0, float(1), float(1)) };
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#line 59
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VertexStageOutput_0 output_0;
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output_0.position_1 = vec4(coordinates_0[_S4].xy, style_0.position_0.z, float(1));
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output_0.texCoords_0 = coordinates_0[_S4].zw;
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output_0.elementId_0 = _S5;
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VertexStageOutput_0 _S6 = output_0;
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#line 63
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gl_Position = _S6.position_1;
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#line 63
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_S2 = _S6.texCoords_0;
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#line 63
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_S3 = _S6.elementId_0;
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#line 63
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return;
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}
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