feat: add text rendering with SDF's
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@@ -7,27 +7,35 @@ layout (location = 0) out vec2 outLocalPos;
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layout (location = 1) out vec2 outQuadPos;
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layout (location = 2) flat out uint outShapeIndex;
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// Room for the antialiased edge outside the shape's bounds
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const float EDGE_MARGIN = 1.0;
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const vec2 CORNERS[6] = vec2[](
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const vec2 QUAD_CORNERS[6] = vec2[](
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vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
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vec2(-1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0)
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);
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vec2 rotate(vec2 position, float angle)
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{
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float cosAngle = cos(angle);
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float sinAngle = sin(angle);
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return vec2(
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position.x * cosAngle - position.y * sinAngle,
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position.x * sinAngle + position.y * cosAngle
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);
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}
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void main()
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{
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Shape2D shape = pcs.shapeBuffer.shapes[gl_InstanceIndex];
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vec2 corner = CORNERS[gl_VertexIndex];
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vec2 localPos = corner * (shape.halfSize + EDGE_MARGIN);
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vec2 corner = QUAD_CORNERS[gl_VertexIndex];
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vec2 localPosition = corner * (shape.halfSize + EDGE_MARGIN);
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vec2 screenPosition = shape.center + rotate(localPosition, shape.rotation);
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float c = cos(shape.rotation);
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float s = sin(shape.rotation);
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vec2 rotated = vec2(localPos.x * c - localPos.y * s, localPos.x * s + localPos.y * c);
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gl_Position = pcs.projection * vec4(screenPosition, 0.0, 1.0);
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gl_Position = pcs.projection * vec4(shape.center + rotated, 0.0, 1.0);
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outLocalPos = localPos;
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outQuadPos = localPos / max(shape.halfSize, vec2(1e-6)) * 0.5 + 0.5;
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outLocalPos = localPosition;
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outQuadPos = localPosition / max(shape.halfSize, vec2(1e-6)) * 0.5 + 0.5;
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outShapeIndex = gl_InstanceIndex;
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}
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