Piping just the vertex glyph representation first to test the stencil buffer
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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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