#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_scalar_block_layout : require layout (set=0, binding = 0) uniform sampler2DArray fontMap; layout (set=1, binding = 0) uniform sampler2D source; layout (scalar, set=2, binding = 0) uniform _uboGrad { vec4 colors[16]; float stops[16]; vec4 cp[2]; uint count; }uboGrad; layout (location = 0) in vec3 inFontUV; //if it is a text drawing, inFontUV.z hold fontMap layer layout (location = 1) in vec4 inSrc; //source bounds or color depending on pattern type layout (location = 2) in flat int inPatType; //pattern type layout (location = 3) in flat float inOpacity; layout (location = 4) in mat3x2 inMat; layout (location = 0) out vec4 outFragColor; layout (constant_id = 0) const int NUM_SAMPLES = 8; void main() { outFragColor = vec4(1,1,1,1);//inSrc; }