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std::set<uint32_t> msdfTextureArrayIndicesUsed = {}; // indices in the msdf texture array allocator that have been used in the current frame // TODO: make this a dynamic bitset
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std::vector<MSDFTextureCopy> msdfTextureCopies = {}; // queued up texture copies
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std::unique_ptr<MSDFsLRUCache> msdfLRUCache; // LRU Cache to evict Least Recently Used in case of overflow
// float32_t3 xx = float64_t3(0.0, -glyphBox.size.y, 0.0);
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constfloat32_t aspectRatio = static_cast<float32_t>(glm::length(dirV) / glm::length(dirU)); // check if you can just do: (glyphBox.size.y * scale.y) / glyphBox.size.x * scale.x)
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