#version 450 #extension GL_EXT_buffer_reference : require struct Symbol { int top; uint left; uint width; uint height; uint advance; }; struct Character { vec3 pos; vec4 color; float size; uint code; }; layout(buffer_reference, std430) readonly buffer SymbolList{ Symbol symbols[]; }; layout(buffer_reference, std430) readonly buffer CharacterList{ Character characters[]; }; layout(set = 0, binding = 0) uniform UIUniform { mat4 screen; } ubo; layout(set = 1, binding = 0) uniform Font { uint num_symbols; uint width; uint height; SymbolList symbol_list; } font; layout(buffer_reference, std430) readonly buffer Pointers { uint padding[4]; CharacterList characters; }; layout(std430, push_constant) uniform Push { Pointers pointers; } push; layout(location = 0) in vec2 inVertexPosition; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec2 fragUV; layout(location = 2) out uint code; void main() { Character character = push.pointers.characters.characters[gl_InstanceIndex]; Symbol symbol = font.symbol_list.symbols[character.code]; float fragU = inVertexPosition.x * symbol.width/font.width; float fragV = inVertexPosition.y * symbol.height/font.height; float x = (inVertexPosition.x * symbol.width + symbol.left) * character.size / font.width; float y = (inVertexPosition.y * symbol.height - symbol.top) * character.size / font.height; fragUV = vec2(fragU, fragV); fragColor = character.color; gl_Position = ubo.screen * vec4(vec3(x, y, 0.0) + character.pos, 1.0); code = character.code; }