Added glyph rendering using stb_truetype
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#version 450 core
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#extension GL_ARB_texture_rectangle: enable
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layout(location=1) uniform uint coverage_adjustment;
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layout(location=2) uniform uint front_index; //gap buffer front
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layout(binding = 0) uniform sampler2DRect glyph_atlas;
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in vec2 tex_coords;
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in flat vec4 color;
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in flat float subpixel_shift;
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in flat uint index_out;
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layout(location = 0, index = 0) out vec4 fragment_color;
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layout(location = 0, index = 1) out vec4 blend_weights;
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void main (){
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vec3 current = texelFetch(glyph_atlas, ivec2(tex_coords) + ivec2( 0, 0)).rgb;
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vec3 previous = texelFetch(glyph_atlas, ivec2(tex_coords) + ivec2(-1, 0)).rgb;
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float r = current.r, g = current.g, b = current.b;
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if (subpixel_shift <= 1.0/3.0) {
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float z = 3.0 * subpixel_shift;
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r = mix(current.r, previous.b, z);
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g = mix(current.g, current.r, z);
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b = mix(current.b, current.g, z);
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} else if (subpixel_shift <= 2.0/3.0) {
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float z = 3.0 * subpixel_shift - 1.0;
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r = mix(previous.b, previous.g, z);
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g = mix(current.r, previous.b, z);
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b = mix(current.g, current.r, z);
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} else if (subpixel_shift < 1.0) {
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float z = 3.0 * subpixel_shift - 2.0;
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r = mix(previous.g, previous.r, z);
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g = mix(previous.b, previous.g, z);
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b = mix(current.r, previous.b, z);
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}
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vec3 pixel_coverages = vec3(r, g, b);
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if(coverage_adjustment >= 0){
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pixel_coverages = min(pixel_coverages * (1 + coverage_adjustment), 1);
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}else{
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pixel_coverages = max((1 - (1 - pixel_coverages) * (1 + -coverage_adjustment)), 0);
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}
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fragment_color = color * vec4(pixel_coverages, 1);
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blend_weights = vec4(color.a * pixel_coverages, color.a);
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}
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