Optimize label size calculation
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@@ -5,69 +5,69 @@ layout(location = 0) out vec4 outColor;
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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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float arrowWidth;
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bool hasRoundedCorners;
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bool hasArrow;
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vec4 color;
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vec2 textSize;
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vec2 bboxCenter;
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float radius;
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float arrowLength;
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float arrowWidth;
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bool hasRoundedCorners;
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bool hasArrow;
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} labelInfo;
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void main()
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{
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if (labelInfo.hasRoundedCorners || labelInfo.hasArrow)
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{
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vec2 bbox = vec2(labelInfo.textSize);
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const float arrowLength = int(labelInfo.hasArrow) * labelInfo.arrowLength;
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float arrowWidth = labelInfo.arrowWidth;
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vec2 uvScaled = texCoord;
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{
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if (labelInfo.hasRoundedCorners || labelInfo.hasArrow)
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{
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vec2 bbox = vec2(labelInfo.textSize);
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const float arrowLength = int(labelInfo.hasArrow) * labelInfo.arrowLength;
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float arrowWidth = labelInfo.arrowWidth;
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vec2 uvScaled = texCoord;
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float distX = min(uvScaled.x, bbox.x - uvScaled.x);
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float distY = min(uvScaled.y - arrowLength, bbox.y - uvScaled.y);
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float distanceFromCorner = distX * distY;
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float distX = min(uvScaled.x, bbox.x - uvScaled.x);
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float distY = min(uvScaled.y - arrowLength, bbox.y - uvScaled.y);
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float distanceFromCorner = distX * distY;
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if (distanceFromCorner < labelInfo.radius)
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{
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// plain arrow
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if (labelInfo.hasArrow && !labelInfo.hasRoundedCorners)
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{
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// Some bias to prevent line between arrow and label +
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// check that we are dealing with lower parts of the label where arrow should be drawn,
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// to prevent discarding fragments from upper corners
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if (distY <= 0.01 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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}
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// TODO: rounded corners + rounded arrow.
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// now renders rounded corners and sharp arrow
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else if (labelInfo.hasArrow && labelInfo.hasRoundedCorners)
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{
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if (distY <= 0.05 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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else
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{
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discard;
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}
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}
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// no arrow, rounded corners
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else
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{
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discard;
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}
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}
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}
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outColor = labelInfo.color;
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if (distanceFromCorner < labelInfo.radius)
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{
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// plain arrow
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if (labelInfo.hasArrow && !labelInfo.hasRoundedCorners)
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{
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// Some bias to prevent line between arrow and label +
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// check that we are dealing with lower parts of the label where arrow should be drawn,
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// to prevent discarding fragments from upper corners
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if (distY <= 0.01 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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}
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// TODO: rounded corners + rounded arrow.
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// now renders rounded corners and sharp arrow
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else if (labelInfo.hasArrow && labelInfo.hasRoundedCorners)
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{
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if (distY <= 0.05 && uvScaled.y < (bbox.y - arrowWidth) && arrowLength != 0.0f)
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{
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arrowWidth = arrowWidth * ((arrowLength + distY) / arrowLength);
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if (distX < (bbox.x - arrowWidth) * 0.5)
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{
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discard;
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}
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}
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else
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{
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discard;
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}
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}
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// no arrow, rounded corners
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else
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{
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discard;
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}
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}
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}
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outColor = labelInfo.color;
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}
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@@ -8,18 +8,18 @@ layout(set = 0, binding = 0) uniform NodeData
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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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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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vec4 color;
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vec2 textSize;
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vec2 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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@@ -28,18 +28,18 @@ 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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void main()
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{
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vec4 position = PLANE[gl_VertexIndex];
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position.xy *= labelInfo.textSize;
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position.xy += 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] * labelInfo.textSize;
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}
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@@ -30,9 +30,9 @@ layout(set = 4, binding = 0) uniform BillboardData
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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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vec2 textSize;
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vec2 bboxCenter;
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float radius;
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float arrowLength;
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bool hasRoundedCorners;
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@@ -53,11 +53,10 @@ const vec2 TEX_COORDS[4] = vec2[](
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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.xy *= labelInfo.textSize;
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position.xy += labelInfo.bboxCenter;
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position.z = -0.001;
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textureCoordinates = TEX_COORDS[gl_VertexIndex] * bbox;
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textureCoordinates = TEX_COORDS[gl_VertexIndex] * labelInfo.textSize;
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if (!billboardInfo.isFixedSize)
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{
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