feat: revamp 2D pipeline to use SDF's for rendering
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#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_scalar_block_layout : require
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#define SHAPE_RECT 0
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#define SHAPE_ELLIPSE 1
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#define SHAPE_TRIANGLE 2
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// Mirrors Shape2D in Renderer2D.h
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struct Shape2D {
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vec2 center;
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vec2 halfSize;
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vec4 color;
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vec4 uvRect;
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vec2 p0;
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vec2 p1;
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vec2 p2;
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float rotation;
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float outline;
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float cornerRadius;
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uint type;
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uint textureId;
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uint samplerId;
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};
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layout (buffer_reference, scalar) readonly buffer Shape2DBuffer {
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Shape2D shapes[];
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};
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layout (push_constant, scalar) uniform Shape2DPushConstants {
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mat4 projection;
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Shape2DBuffer shapeBuffer;
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} pcs;
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