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Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
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@@ -175,6 +175,11 @@ RasterFont::~RasterFont()
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_fragment_shader, nullptr);
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}
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const Texture2D* RasterFont::GetTexture() const
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{
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return m_texture.get();
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}
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bool RasterFont::Initialize()
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{
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// Create shaders and texture
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