Remove rune tracking for string cache, + vecache changes
Getting ready to de-hardcode vefontcache shaders
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@@ -15,34 +15,36 @@ layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
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layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
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layout(binding = 0) uniform ve_blit_atlas_fs_params {
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int region;
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Vec2 glyph_buffer_size;
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f32 over_sample;
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int region;
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};
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float down_sample( vec2 uv, vec2 texture_size )
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float down_sample_( vec2 uv, vec2 texture_size )
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{
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float down_sample_scale = 1.0f / 4.0f;
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float down_sample = 1.0f / over_sample;
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float value =
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texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * down_sample_scale;
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texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * glyph_buffer_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * glyph_buffer_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * glyph_buffer_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * glyph_buffer_size ).x * down_sample;
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return value;
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}
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void main()
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{
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// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
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const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
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if ( region == 0 || region == 1 || region == 2 )
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{
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float down_sample_scale = 1.0f / 4.0f;
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float down_sample = 1.0f / over_sample;
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float alpha =
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down_sample( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * down_sample_scale;
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down_sample( uv + vec2( -1.0f, -1.5f ) * texture_size, glyph_buffer_size ) * down_sample
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+ down_sample( uv + vec2( 0.5f, -1.5f ) * texture_size, glyph_buffer_size ) * down_sample
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+ down_sample( uv + vec2( -1.5f, 0.5f ) * texture_size, glyph_buffer_size ) * down_sample
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+ down_sample( uv + vec2( 0.5f, 0.5f ) * texture_size, glyph_buffer_size ) * down_sample;
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frag_color = vec4( 1.0f, 1.0f, 1.0f, alpha );
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}
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else
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@@ -23,25 +23,24 @@ layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
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layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
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layout(binding = 0) uniform ve_draw_text_fs_params {
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int down_sample;
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Vec2 glyph_buffer_size;
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f32 over_sample;
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vec4 colour;
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};
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void main()
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{
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float alpha = texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler ), uv ).x;
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if ( down_sample == 1 )
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{
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// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
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const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
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const float down_sample_scale = 1.0f / 4.0f;
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alpha =
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(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * down_sample_scale)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * down_sample_scale)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * down_sample_scale)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * down_sample_scale);
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}
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const vec2 texture_size = 1.0f / ;
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const float down_sample = 1.0f / over_sample;
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alpha =
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(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * glyph_buffer_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * glyph_buffer_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * glyph_buffer_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * glyph_buffer_size ).x * down_sample);
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frag_color = vec4( colour.xyz, colour.a * alpha );
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}
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@end
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