editor/src/shaders/gui.layout

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layout(rgba16f, set = 0, binding = 0) uniform image2D DrawImage;
layout(set = 1, binding = 0) uniform texture2D SpriteAtlasArray[24];
layout(set = 1, binding = 1) uniform sampler SamplerNearest;
layout (push_constant) uniform Constants {
mat4 projection;
vec2 resolution;
vec2 aem_range;
uint atlas_index;
float threshold_em;
float antialias_per_em;
float distance_range;
} PC;
#define SpriteAtlas sampler2D(SpriteAtlasArray[PC.atlas_index], SamplerNearest)
#ifdef VERT_SHADER
# define FragData out struct FragDataOut
# define FragDataFlat flat out struct FragDataFlatOut
#endif
#ifdef FRAG_SHADER
# define FragData in struct FragDataIn
# define FragDataFlat flat in struct FragDataFlatIn
#endif