Added improved non-clay text handling along with consistent origin and rotation API
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@@ -15,7 +15,8 @@ struct Primitive
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float4 bounds;
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uint color;
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uint kind_flags;
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float2 _pad;
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float rotation;
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float _pad;
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float4 params;
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float4 params2;
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};
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@@ -25,7 +26,8 @@ struct Primitive_1
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float4 bounds;
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uint color;
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uint kind_flags;
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float2 _pad;
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float rotation;
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float _pad;
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float4 params;
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float4 params2;
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};
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@@ -42,6 +44,7 @@ struct main0_out
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float4 f_params [[user(locn2)]];
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float4 f_params2 [[user(locn3)]];
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uint f_kind_flags [[user(locn4)]];
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float f_rotation [[user(locn5)]];
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float4 gl_Position [[position]];
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};
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@@ -52,7 +55,7 @@ struct main0_in
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float4 v_color [[attribute(2)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _70 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _72 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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if (_12.mode == 0u)
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@@ -62,17 +65,19 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
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out.f_params = float4(0.0);
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out.f_params2 = float4(0.0);
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out.f_kind_flags = 0u;
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out.f_rotation = 0.0;
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out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
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}
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else
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{
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Primitive p;
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p.bounds = _70.primitives[int(gl_InstanceIndex)].bounds;
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p.color = _70.primitives[int(gl_InstanceIndex)].color;
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p.kind_flags = _70.primitives[int(gl_InstanceIndex)].kind_flags;
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p._pad = _70.primitives[int(gl_InstanceIndex)]._pad;
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p.params = _70.primitives[int(gl_InstanceIndex)].params;
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p.params2 = _70.primitives[int(gl_InstanceIndex)].params2;
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p.bounds = _72.primitives[int(gl_InstanceIndex)].bounds;
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p.color = _72.primitives[int(gl_InstanceIndex)].color;
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p.kind_flags = _72.primitives[int(gl_InstanceIndex)].kind_flags;
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p.rotation = _72.primitives[int(gl_InstanceIndex)].rotation;
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p._pad = _72.primitives[int(gl_InstanceIndex)]._pad;
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p.params = _72.primitives[int(gl_InstanceIndex)].params;
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p.params2 = _72.primitives[int(gl_InstanceIndex)].params2;
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float2 corner = in.v_position;
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float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
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float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
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@@ -81,6 +86,7 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
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out.f_params = p.params;
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out.f_params2 = p.params2;
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out.f_kind_flags = p.kind_flags;
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out.f_rotation = p.rotation;
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out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
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}
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return out;
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