rj-action-library/Runtime/Shading/Library/Fonts.gdshaderinc

108 lines
2.5 KiB
Plaintext

// #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 );
}