bettola/assets/shaders/text.vert
Ritchie Cunningham c3316b3da1 [Refactor] Implement batched text rendering.
Overhauls text rendering to improve performance.

Renderer was really ineffient, sending a separate GPU draw call for
every character rendered. This created a bottleneck, especially with
text-heavy UI stuff like the wallpaper.

- The 'TextRenderer' now generates a single texture atlas for all font
  glyhs on load so all characters share a single texture.
- 'begin()' / 'flush()' was added to the 'TextRenderer'. Calls to
  'render_text' now buffer vertex data (position, texture coords,
colour) instead of drawing immediately. A single 'flush()' call at the
end of a pass draws all buffered text in one draw call.
- A simple batching introduced some shitty visual layering bugs. to
  solve this, a staged flushing architecture has been implemented. Each
logical UI component is now responsible for managing its own rendering
passes, beginning and flushing text batches as needed to ensure correct
back-to-front layering.
2025-10-04 18:32:35 +01:00

16 lines
320 B
GLSL

#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
layout (location = 2) in vec3 aColor;
out vec2 TexCoords;
out vec3 ourColor;
uniform mat4 projection;
void main() {
gl_Position = projection * vec4(aPos, 0.0, 1.0);
TexCoords = aTexCoords;
ourColor = aColor;
}