// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Fonts.gdshaderinc" const int _space_ = 32; const int _0_ = 48; const int _1_ = 49; const int _2_ = 50; const int _3_ = 51; const int _4_ = 52; const int _5_ = 53; const int _6_ = 54; const int _7_ = 55; const int _8_ = 56; const int _9_ = 57; const int _colon_ = 58; const int _semicolon_ = 59; const int _smaller_ = 60; const int _equals_ = 61; const int _bigger_ = 62; const int _questionMark_ = 63; const int _at_ = 64; const int _A_ = 65; const int _B_ = 66; const int _C_ = 67; const int _D_ = 68; const int _E_ = 69; const int _F_ = 70; const int _G_ = 71; const int _H_ = 72; const int _I_ = 73; const int _J_ = 74; const int _K_ = 75; const int _L_ = 76; const int _M_ = 77; const int _N_ = 78; const int _O_ = 79; const int _P_ = 80; const int _Q_ = 81; const int _R_ = 82; const int _S_ = 83; const int _T_ = 84; const int _U_ = 85; const int _V_ = 86; const int _W_ = 87; const int _X_ = 88; const int _Y_ = 89; const int _Z_ = 90; const int _squareBracketsOpen_ = 91; const int _backSlash_ = 92; const int _squareBracketsClose_ = 93; const int _triangle_ = 94; const int ___ = 95; const int _apostroph_ = 96; const int _a_ = 97; const int _b_ = 98; const int _c_ = 99; const int _d_ = 100; const int _e_ = 101; const int _f_ = 102; const int _g_ = 103; const int _h_ = 104; const int _i_ = 105; const int _j_ = 106; const int _k_ = 107; const int _l_ = 108; const int _m_ = 109; const int _n_ = 110; const int _o_ = 111; const int _p_ = 112; const int _q_ = 113; const int _r_ = 114; const int _s_ = 115; const int _t_ = 116; const int _u_ = 117; const int _v_ = 118; const int _w_ = 119; const int _x_ = 120; const int _y_ = 121; const int _z_ = 122; const int _curlyBracketsOpen_ = 123; const int _stroke_ = 124; const int _curlyBracketsClose_ = 125; const int _tilde_ = 126; vec3 renderMonoFontAsciiChar( sampler2D fontTable16x16, vec2 uv, int asciiCode ) { int fontTableIndex = asciiCode - 32; int fontTableX = fontTableIndex % 16; int fontTableY = fontTableIndex / 16; vec2 fontTableUV = ( vec2( fontTableX, fontTableY ) + uv ) / 16.0; return textureLod( fontTable, fontTableUV, 0 ); } vec3 renderMonoFontAsciiWord( sampler2D fontTable16x16, vec2 uv, int[] word ) { int wordLength = word.length(); float wordU = uv.x * wordLength; int characterIndex = int( floor( wordU ) ); int character = word[ characterIndex ]; float characterU = wordU - float( characterIndex ); return renderMonoFontAsciiChar( fontTable16x16, vec2( characterU, uv.y ), character ); }