Progress i guess
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@@ -9,14 +9,14 @@ struct TextData
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float4 textColor;
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float scale;
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}
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ParameterBuffer<SamplerState> glyphSampler;
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ParameterBlock<SamplerState> glyphSampler;
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//layout(set = 1)
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//ShaderBuffer<GlyphData> glyphData;
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ParameterBuffer<Texture2D<uint>[]> glyphTextures;
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ParameterBuffer<Texture2D<uint>[]> pGlyphTextures;
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[[vk::push_constant]]
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ConstantBuffer<TextData> textData;
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struct VertexStageInput
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struct VertexInput
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{
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float2 position;
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float2 widthHeight;
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@@ -24,7 +24,7 @@ struct VertexStageInput
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uint vertexId : SV_VertexID;
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};
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struct VertexStageOutput
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struct VertexOutput
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{
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float4 position : SV_Position;
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float2 texCoords : TEXCOORD;
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@@ -32,7 +32,7 @@ struct VertexStageOutput
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};
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[shader("vertex")]
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VertexStageOutput vertexMain(VertexStageInput input)
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VertexOutput vertexMain(VertexInput input)
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{
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float xpos = input.position.x;
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float ypos = input.position.y;
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@@ -61,5 +61,5 @@ float4 fragmentMain(
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uint glyphIndex : GLYPHINDEX
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) : SV_Target
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{
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return textData.textColor * glyphTextures[glyphIndex].Sample(glyphSampler, texCoords);
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return textData.textColor * pGlyphTextures[glyphIndex].Sample(glyphSampler, texCoords);
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}
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