LibGDX - Viewport messing with my UI projection matrix!

Hi guys. I have a main camera set to orthographic projection sized 30x30 (world units). My game window if resizable and my world is tile based so it seemed the right way to do it. Then I quickly realized that fonts were HUGE when attempting to render with this camera projection matrix, so I made a new one:


	// Set up normal projection for font rendering
		
	normalProjection = new Matrix4().setToOrtho2D(0, 0, Gdx.graphics.getWidth(),  Gdx.graphics.getHeight())
        ....

       // during render after world with main camera is done with the batch

       sb.setProjectionMatrix(normalProjection);
       sb.begin();
       debugFont.draw(sb, "x: " + (int) player.position.x, 10, 54);
       sb.end();

And I update it when the window is resized:


@Override
	public void resize(int w, int h)
	{
		world.resize(w, h);
		normalProjection.setToOrtho2D(0, 0, w, h);
	}

This worked fine until I decided to add a FillViewPort to my world for the main camera to use in order to prevent my tiles from being stretched. After doing that, my text cannot be seen even though (I think) the viewport has nothing to do with my normalProjection Matrix4! This one has me stumped any ideas?