Moved shaders to new directory
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shaders/glsl/distancefieldfonts/bitmap.frag
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shaders/glsl/distancefieldfonts/bitmap.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = vec4(texture(samplerColor, inUV).a);
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}
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shaders/glsl/distancefieldfonts/bitmap.frag.spv
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shaders/glsl/distancefieldfonts/bitmap.frag.spv
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shaders/glsl/distancefieldfonts/bitmap.vert
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shaders/glsl/distancefieldfonts/bitmap.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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shaders/glsl/distancefieldfonts/bitmap.vert.spv
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shaders/glsl/distancefieldfonts/bitmap.vert.spv
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shaders/glsl/distancefieldfonts/sdf.frag
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shaders/glsl/distancefieldfonts/sdf.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform UBO
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{
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vec4 outlineColor;
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float outlineWidth;
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float outline;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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float distance = texture(samplerColor, inUV).a;
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float smoothWidth = fwidth(distance);
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float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, distance);
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vec3 rgb = vec3(alpha);
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if (ubo.outline > 0.0)
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{
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float w = 1.0 - ubo.outlineWidth;
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alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance);
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rgb += mix(vec3(alpha), ubo.outlineColor.rgb, alpha);
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}
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outFragColor = vec4(rgb, alpha);
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}
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shaders/glsl/distancefieldfonts/sdf.frag.spv
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shaders/glsl/distancefieldfonts/sdf.frag.spv
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shaders/glsl/distancefieldfonts/sdf.vert
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shaders/glsl/distancefieldfonts/sdf.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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shaders/glsl/distancefieldfonts/sdf.vert.spv
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shaders/glsl/distancefieldfonts/sdf.vert.spv
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