fiddling around, trying to get the additive to work
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@@ -8,13 +8,15 @@ layout(location = 0) in vec4 out_color;
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layout(location = 0) out vec4 f_color;
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void main() {
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if (int(out_color.w) % 2 == 0) {
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if (out_color.w >= 1.004) {
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f_color = out_color;
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f_color.w = 255.0;
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//f_color.w = 1.0;
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} else {
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f_color = f_color;
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f_color.w = 0.0;
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}
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//f_color = out_color;
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}
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@@ -106,11 +106,11 @@ impl CompiledShader for TextShader {
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let blend = AttachmentBlend {
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enabled: true,
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color_op: BlendOp::Add,
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color_source: BlendFactor::SrcAlpha,
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color_destination: BlendFactor::OneMinusSrcAlpha,
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color_source: BlendFactor::One,
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color_destination: BlendFactor::One,
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alpha_op: BlendOp::Add,
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alpha_source: BlendFactor::SrcAlpha,
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alpha_destination: BlendFactor::OneMinusSrcAlpha,
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alpha_source: BlendFactor::One,
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alpha_destination: BlendFactor::One,
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mask_red: true,
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mask_green: true,
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mask_blue: true,
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@@ -142,7 +142,7 @@ impl CompiledShader for TextShader {
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.depth_stencil_simple_depth()
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.blend_collective(blend)
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.blend_logic_op(LogicOp::And)
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//.blend_logic_op(LogicOp::Noop)
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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@@ -22,99 +22,99 @@ impl Text {
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vec![
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ColorVertex3D {
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v_position: [-0.5, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 0.8, 1.0, 1.0],
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color: [1.0, 0.8, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-0.25, 0.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-0.25, 0.0, normalized_depth],
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color: [0.8, 1.0, 1.0, 1.0],
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color: [0.8, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.0, 0.5, normalized_depth],
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color: [1.0, 1.0, 0.8, 1.0],
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color: [1.0, 1.0, 0.8, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.25, 0.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 0.8, 1.0, 1.0],
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color: [1.0, 0.8, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.0, 0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.5, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.25, 0.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.25, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.5, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.25, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.0, -0.1, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-0.25, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [0.0, -0.1, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-0.5, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-1.0, 1.0, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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},
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ColorVertex3D {
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v_position: [-0.25, -0.5, normalized_depth],
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0/255.0],
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}]
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};
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