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perf: optimize text rendering performance
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@@ -1,12 +1,14 @@
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#version 460
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in vec2 texCoord;
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out vec4 color;
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in vec2 tc;
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flat in int tex_layer;
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layout (binding = 0) uniform sampler2D text;
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layout (binding = 0) uniform sampler2DArray text;
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uniform vec3 textColor;
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out vec4 color;
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void main(void) {
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vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
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vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, vec3(tc, tex_layer)).r);
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color = vec4(textColor, 1.0) * smapled;
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}
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