working on additive blending for determination of winding order. Saving here because this bug is very pretty
This commit is contained in:
@@ -7,7 +7,12 @@ 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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f_color = out_color;
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f_color.w = 255.0;
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}
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}
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@@ -10,6 +10,8 @@ layout(location = 0) out vec4 out_color;
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void main() {
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out_color = color;
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gl_Position = vec4(v_position, 1.0);
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}
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@@ -8,5 +8,13 @@ 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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f_color = out_color;
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f_color.w = 255.0;
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}
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//f_color = out_color;
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}
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@@ -392,7 +392,7 @@ impl CanvasState {
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let mut image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Vec<ImageVertex3D>> = HashMap::new();
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let mut text_instances: HashMap<Arc<CanvasFontHandle>, Vec<TextVertex3D>> = HashMap::new();
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let mut text_vertex_buffer: Vec<TextVertex3D> = Vec::new();
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let mut text_vertex_buffer: Vec<ColorVertex3D> = Vec::new();
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for value in canvas_frame.map {
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match value {
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@@ -542,29 +542,58 @@ impl CanvasState {
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}
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}
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self.dynamic_state = DynamicState {
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line_width: None,
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viewports: self.dynamic_state.viewports.clone(),
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scissors: None,
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compare_mask: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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write_mask: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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reference: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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};
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// Text
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let mut shader = self.shader_buffers.get(
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self.get_shader_handle(String::from("simple_text"))
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.unwrap().clone().get_handle() as usize
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).unwrap();
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//
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// self.dynamic_state = DynamicState {
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// line_width: None,
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// viewports: self.dynamic_state.viewports.clone(),
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// scissors: None,
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// compare_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// write_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0xFF,
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// }),
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// reference: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// };
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//
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// if !allocated_buffers.text_vertex_buffer.is_empty() {
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// command_buffer = command_buffer.draw(
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// shader.get_pipeline().clone(),
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// &self.dynamic_state.clone(),
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// allocated_buffers.text_vertex_buffer.clone(),
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// (), (),
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// ).unwrap();
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// }
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//
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// self.dynamic_state = DynamicState {
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// line_width: None,
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// viewports: self.dynamic_state.viewports.clone(),
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// scissors: None,
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// compare_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0xFF,
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// }),
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// write_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// reference: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// };
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if !allocated_buffers.text_vertex_buffer.is_empty() {
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command_buffer = command_buffer.draw(
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@@ -575,6 +604,7 @@ impl CanvasState {
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).unwrap();
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}
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command_buffer
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.end_render_pass()
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.unwrap()
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@@ -17,6 +17,7 @@ use crate::canvas::managed::shader::generic_shader::GenericShader;
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use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
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use crate::canvas::managed::ShaderSpecializationConstants;
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use crate::util::vertex::ColorVertex3D;
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use vulkano::pipeline::blend::{LogicOp, AttachmentBlend, BlendOp, BlendFactor};
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/// CanvasShader holds the pipeline and render pass for the input shader source
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@@ -80,19 +81,19 @@ impl CompiledShader for TextShader {
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depth_write: true,
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depth_bounds_test: DepthBounds::Disabled,
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stencil_front: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::IncrementAndWrap,
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fail_op: StencilOp::DecrementAndClamp,
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compare: Compare::NotEqual,
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pass_op: StencilOp::Keep,
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fail_op: StencilOp::IncrementAndWrap,
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depth_fail_op: StencilOp::Keep,
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compare_mask: None,
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write_mask: None,
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reference: None,
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},
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stencil_back: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::Invert,
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fail_op: StencilOp::Zero,
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depth_fail_op: StencilOp::Zero,
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compare: Compare::NotEqual,
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pass_op: StencilOp::Keep,
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fail_op: StencilOp::DecrementAndWrap,
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depth_fail_op: StencilOp::Keep,
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compare_mask: None,
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write_mask: None,
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reference: None,
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@@ -101,6 +102,21 @@ impl CompiledShader for TextShader {
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let vertex_definition = RuntimeVertexDef::from_primitive(0);
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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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alpha_op: BlendOp::Add,
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alpha_source: BlendFactor::SrcAlpha,
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alpha_destination: BlendFactor::OneMinusSrcAlpha,
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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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mask_alpha: true,
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};
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TextShader {
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graphics_pipeline:
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Some(Arc::new(GraphicsPipeline::start()
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@@ -124,8 +140,9 @@ impl CompiledShader for TextShader {
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third_constant: 0.0,
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})
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.depth_stencil(stencil)
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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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// 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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@@ -26,7 +26,7 @@ impl Text {
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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, 0.8, 1.0, 1.0],
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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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@@ -34,7 +34,7 @@ impl Text {
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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: [0.8, 1.0, 1.0, 1.0],
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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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@@ -42,7 +42,7 @@ impl Text {
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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, 0.8, 1.0],
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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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@@ -50,7 +50,7 @@ impl Text {
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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, 0.8, 1.0, 1.0],
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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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@@ -119,7 +119,7 @@ impl Text {
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};
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Text {
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verts: VertexTypes::ColorType(verts),
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verts: VertexTypes::TextType(verts),
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position: position,
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size: size,
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}
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@@ -56,7 +56,7 @@ pub enum VertexTypes {
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ImageType(Vec<ImageVertex3D>, Arc<CanvasImageHandle>),
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ColorType(Vec<ColorVertex3D>),
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ThreeDType(Vec<Vertex3D>),
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TextType(Vec<TextVertex3D>),
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TextType(Vec<ColorVertex3D>),
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}
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