roleplay/client/shader_src/string.comp

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#version 450
#extension GL_EXT_buffer_reference : require
#include "ui_common.glsl"
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layout(std430, push_constant) uniform PushConstant {
Context context;
Layer layer;
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} pc;
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layout(local_size_x = 1) in;
void main() {
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uint gID = gl_GlobalInvocationID.x;
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String string = pc.layer.strings.s[gID];
Font font = pc.context.fonts.f[string.font];
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uint buffer_pos = atomicAdd(pc.layer.draw.instance_count, string.len);
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float x = 0;
for(uint i = 0; i < string.len; i++) {
uint code = pc.layer.codes.c[string.offset + i];
Symbol symbol = font.symbols.s[code];
pc.layer.drawables.d[buffer_pos + i].pos = string.pos + vec2(x, 0);
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x += string.size*symbol.advance;
pc.layer.drawables.d[buffer_pos + i].size = vec2(string.size, string.size);
pc.layer.drawables.d[buffer_pos + i].color = string.color;
pc.layer.drawables.d[buffer_pos + i].code = pc.layer.codes.c[string.offset + i];
pc.layer.drawables.d[buffer_pos + i].index = string.font;
pc.layer.drawables.d[buffer_pos + i].type = 1;
}
}