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#version 450
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/* Copyright (c) 2019, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 0) uniform sampler2D fontSampler;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor * texture(fontSampler, inUV);
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}
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#version 450
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/* Copyright (c) 2019, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec4 inColor;
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layout (push_constant) uniform PushConstants {
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mat4 transform;
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} pushConstants;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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outColor = inColor;
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gl_Position = pushConstants.transform * vec4(inPos.xy, 0.0, 1.0);
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}
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