Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
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data/shaders/textoverlay/text.frag
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data/shaders/textoverlay/text.frag
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#version 450 core
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layout (location = 0) in vec2 inUV;
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layout (binding = 0) uniform sampler2D samplerFont;
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layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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float color = texture(samplerFont, inUV).r;
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outFragColor = vec4(vec3(color), 1.0);
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}
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