rework label shader
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45
openVulkanoCpp/Shader/label.vert
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45
openVulkanoCpp/Shader/label.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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} cam;
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layout(set = 5, binding = 0) uniform LabelData
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{
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vec4 textSize;
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vec4 color;
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vec4 bboxCenter;
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float radius;
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float arrowLength;
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bool hasRoundedCorners;
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bool hasArrow;
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} labelInfo;
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layout(location = 0) out vec4 color;
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layout(location = 1) out vec2 textureCoordinates;
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// Background plane positions are in clipped space
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const vec4 PLANE[4] = vec4[](
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vec4(-0.5, -0.5, 0, 1), vec4(0.5, -0.5, 0, 1), vec4(-0.5, 0.5, 0, 1), vec4(0.5, 0.5, 0, 1)
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);
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const vec2 TEX_COORDS[4] = vec2[](
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vec2(0, 0), vec2(1, 0), vec2(0, 1), vec2(1, 1)
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);
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void main() {
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vec4 position = PLANE[gl_VertexIndex];
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vec2 bbox = labelInfo.textSize.xy;
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position.xy *= bbox;
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position.xy += vec2(labelInfo.bboxCenter);
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position.z = -0.001;
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gl_Position = cam.viewProjection * node.world * position;
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textureCoordinates = TEX_COORDS[gl_VertexIndex] * bbox;
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}
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