Piping just the vertex glyph representation first to test the stencil buffer
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@@ -61,10 +61,10 @@ void main() {
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//p.w = 125;
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}
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//write_buffer.buf[0] = write_buffer.buf[0];
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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}
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@@ -2,20 +2,11 @@
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 texture_position;
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layout(location = 0) in vec4 out_color;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = texture(tex, texture_position);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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}
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f_color = out_color;
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}
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@@ -5,20 +5,14 @@
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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layout(location = 3) in vec2 screen_position;
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layout(location = 4) in vec2 atlas_position;
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layout(location = 5) in vec2 atlas_size;
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layout(location = 6) in float scale;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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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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tex_coords = ti_position;
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}
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