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source/blender/gpu/shaders/gpu_shader_text_frag.glsl
| #ifndef USE_GPU_SHADER_CREATE_INFO | |||||
| flat in vec4 color_flat; | flat in vec4 color_flat; | ||||
| noperspective in vec2 texCoord_interp; | noperspective in vec2 texCoord_interp; | ||||
| flat in int glyph_offset; | flat in int glyph_offset; | ||||
| flat in ivec2 glyph_dim; | flat in ivec2 glyph_dim; | ||||
| flat in int interp_size; | flat in int interp_size; | ||||
| out vec4 fragColor; | out vec4 fragColor; | ||||
| uniform sampler2D glyph; | uniform sampler2D glyph; | ||||
| #endif | |||||
| const vec2 offsets4[4] = vec2[4]( | const vec2 offsets4[4] = vec2[4]( | ||||
| vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5)); | vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5)); | ||||
| const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5), | const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5), | ||||
| vec2(-0.5, 1.5), | vec2(-0.5, 1.5), | ||||
| vec2(0.5, 1.5), | vec2(0.5, 1.5), | ||||
| vec2(1.5, 1.5), | vec2(1.5, 1.5), | ||||
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