#version 450 #extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_buffer_reference : require #include "ui_common.glsl" layout(std430, push_constant) uniform PushConstant { Context context; Layer layer; } pc; layout(set = 0, binding = 0) uniform sampler font_samplers[]; layout(set = 1, binding = 0) uniform texture2DArray font_textures[]; layout(location = 0) in vec4 fragColor; layout(location = 1) in vec2 fragUV; layout(location = 2) flat in uint code; layout(location = 3) flat in uint index; layout(location = 4) flat in uint type; layout(location = 0) out vec4 outColor; void main() { vec2 pos = (gl_FragCoord.xy - vec2(0.5, 0.5))/pc.context.scale; vec2 min = pc.layer.container.pos; vec2 max = min + pc.layer.container.size; if(pos.x < min.x || pos.y < min.y || pos.x > max.x || pos.y > max.y) { discard; } if(type == 0) { outColor = fragColor; } else if(type == 1) { outColor = fragColor * texture(sampler2DArray(font_textures[index], font_samplers[index]), vec3(fragUV, code)); } }