roleplay/client/shader_src/ui_text.comp

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#version 450
#extension GL_EXT_buffer_reference : require
struct Symbol {
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int top;
uint left;
uint width;
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uint height;
uint advance;
};
struct Character {
vec3 pos;
vec4 color;
float size;
uint code;
};
struct String {
vec3 pos;
vec4 color;
float size;
uint offset;
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uint len;
};
layout(buffer_reference, std430) readonly buffer SymbolList{
Symbol symbols[];
};
layout(buffer_reference, std430) writeonly buffer CharacterList{
Character characters[];
};
layout(buffer_reference, std430) readonly buffer Characters{
uint codes[];
};
layout(buffer_reference, std430) readonly buffer Strings{
String strings[];
};
layout(set = 0, binding = 0) uniform Font {
uint num_symbols;
uint width;
uint height;
SymbolList symbol_list;
} font;
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layout(buffer_reference, std430) buffer DrawCommand {
uint vertex_count;
uint instance_count;
uint first_vertx;
uint first_instance;
};
layout(buffer_reference, std430) readonly buffer Pointers {
Strings strings;
Characters codes;
CharacterList characters;
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DrawCommand draw;
};
layout(std430, push_constant) uniform Push {
Pointers pointers;
} push;
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layout(local_size_x = 1) in;
void main() {
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uint gID = gl_GlobalInvocationID.x;
String string = push.pointers.strings.strings[gID];
uint buffer_pos = atomicAdd(push.pointers.draw.instance_count, string.len);
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float x = 0;
for(uint i = 0; i < string.len; i++) {
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Symbol symbol = font.symbol_list.symbols[push.pointers.codes.codes[buffer_pos + i]];
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push.pointers.characters.characters[buffer_pos + i].pos = string.pos + vec3(x, 0, 0);
x += string.size*symbol.advance/font.width;
push.pointers.characters.characters[buffer_pos + i].size = string.size;
push.pointers.characters.characters[buffer_pos + i].color = string.color;
push.pointers.characters.characters[buffer_pos + i].code = push.pointers.codes.codes[buffer_pos + i];
}
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// Write the characters to push.pointers.characters.characters[buffer_pos:buffer_pos+string.len)
}