mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
401c12d6a4
Fixes
570 lines
19 KiB
Plaintext
570 lines
19 KiB
Plaintext
#version 450
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/*
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print-resolution-text-generate-and-cache.slang
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Text code is from the Shadertoy "96-bit 8x12" Font by Flyguy
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Some adjustments by HyperspaceMadness to simplify usage, and create this slang version
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This pass reuses the output from the last frame until the resolution info changes so
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that we reduce calculation if nothing has changed
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The text image will be written into the alpha of the pass
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The print-resolution-text-apply.slang pass which goes along with this will take the alpha channel
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and print it on top of the game image in the next pass
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma format R16G16B16A16_SFLOAT
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#pragma name TextGeneratePass
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layout(push_constant) uniform Push
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{
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 OutputSize;
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vec4 FinalViewportSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D TextGeneratePassFeedback;
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#define PassFeedback TextGeneratePassFeedback
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#define MAX_INT_DIGITS 4
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#define CHAR_SIZE vec2(6, 7)
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#define CHAR_SPACING vec2(6, 11)
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#define STRWIDTH(c) (c * CHAR_SPACING.x)
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#define STRHEIGHT(c) (c * CHAR_SPACING.y)
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#define DOWN_SCALE 2.0
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/*
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Top left pixel is the most significant bit.
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Bottom right pixel is the least significant bit.
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███ |
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â–ˆ â–ˆ |
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â–ˆ â–ˆ |
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â–ˆ â–ˆ |
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█████ |
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â–ˆ â–ˆ |
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â–ˆ â–ˆ |
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011100
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100010
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100010
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100010
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111110
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100010
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100010
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011100 (upper 21 bits)
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100010 -> 011100 100010 100010 100 -> 935188
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100010
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100
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010 (lower 21 bits)
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111110 -> 010 111110 100010 100010 -> 780450
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100010
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100010
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vec2(935188.0,780450.0)
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*/
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//Automatically generated from the sprite sheet here: http://uzebox.org/wiki/index.php?title=File:Font6x8.png
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vec2 ch_spc = vec2(0.0,0.0);
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vec2 ch_exc = vec2(276705.0,32776.0);
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vec2 ch_quo = vec2(1797408.0,0.0);
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vec2 ch_hsh = vec2(10738.0,1134484.0);
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vec2 ch_dol = vec2(538883.0,19976.0);
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vec2 ch_pct = vec2(1664033.0,68006.0);
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vec2 ch_amp = vec2(545090.0,174362.0);
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vec2 ch_apo = vec2(798848.0,0.0);
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vec2 ch_lbr = vec2(270466.0,66568.0);
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vec2 ch_rbr = vec2(528449.0,33296.0);
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vec2 ch_ast = vec2(10471.0,1688832.0);
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vec2 ch_crs = vec2(4167.0,1606144.0);
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vec2 ch_per = vec2(0.0,1560.0);
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vec2 ch_dsh = vec2(7.0,1572864.0);
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vec2 ch_com = vec2(0.0,1544.0);
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vec2 ch_lsl = vec2(1057.0,67584.0);
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vec2 ch_0 = vec2(935221.0,731292.0);
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vec2 ch_1 = vec2(274497.0,33308.0);
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vec2 ch_2 = vec2(934929.0,1116222.0);
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vec2 ch_3 = vec2(934931.0,1058972.0);
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vec2 ch_4 = vec2(137380.0,1302788.0);
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vec2 ch_5 = vec2(2048263.0,1058972.0);
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vec2 ch_6 = vec2(401671.0,1190044.0);
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vec2 ch_7 = vec2(2032673.0,66576.0);
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vec2 ch_8 = vec2(935187.0,1190044.0);
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vec2 ch_9 = vec2(935187.0,1581336.0);
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vec2 ch_col = vec2(195.0,1560.0);
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vec2 ch_scl = vec2(195.0,1544.0);
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vec2 ch_les = vec2(135300.0,66052.0);
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vec2 ch_equ = vec2(496.0,3968.0);
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vec2 ch_grt = vec2(528416.0,541200.0);
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vec2 ch_que = vec2(934929.0,1081352.0);
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vec2 ch_ats = vec2(935285.0,714780.0);
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vec2 ch_A = vec2(935188.0,780450.0);
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vec2 ch_B = vec2(1983767.0,1190076.0);
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vec2 ch_C = vec2(935172.0,133276.0);
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vec2 ch_D = vec2(1983764.0,665788.0);
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vec2 ch_E = vec2(2048263.0,1181758.0);
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vec2 ch_F = vec2(2048263.0,1181728.0);
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vec2 ch_G = vec2(935173.0,1714334.0);
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vec2 ch_H = vec2(1131799.0,1714338.0);
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vec2 ch_I = vec2(921665.0,33308.0);
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vec2 ch_J = vec2(66576.0,665756.0);
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vec2 ch_K = vec2(1132870.0,166178.0);
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vec2 ch_L = vec2(1065220.0,133182.0);
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vec2 ch_M = vec2(1142100.0,665762.0);
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vec2 ch_N = vec2(1140052.0,1714338.0);
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vec2 ch_O = vec2(935188.0,665756.0);
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vec2 ch_P = vec2(1983767.0,1181728.0);
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vec2 ch_Q = vec2(935188.0,698650.0);
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vec2 ch_R = vec2(1983767.0,1198242.0);
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vec2 ch_S = vec2(935171.0,1058972.0);
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vec2 ch_T = vec2(2035777.0,33288.0);
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vec2 ch_U = vec2(1131796.0,665756.0);
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vec2 ch_V = vec2(1131796.0,664840.0);
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vec2 ch_W = vec2(1131861.0,699028.0);
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vec2 ch_X = vec2(1131681.0,84130.0);
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vec2 ch_Y = vec2(1131794.0,1081864.0);
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vec2 ch_Z = vec2(1968194.0,133180.0);
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vec2 ch_lsb = vec2(925826.0,66588.0);
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vec2 ch_rsl = vec2(16513.0,16512.0);
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vec2 ch_rsb = vec2(919584.0,1065244.0);
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vec2 ch_pow = vec2(272656.0,0.0);
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vec2 ch_usc = vec2(0.0,62.0);
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vec2 ch_a = vec2(224.0,649374.0);
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vec2 ch_b = vec2(1065444.0,665788.0);
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vec2 ch_c = vec2(228.0,657564.0);
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vec2 ch_d = vec2(66804.0,665758.0);
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vec2 ch_e = vec2(228.0,772124.0);
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vec2 ch_f = vec2(401543.0,1115152.0);
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vec2 ch_g = vec2(244.0,665474.0);
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vec2 ch_h = vec2(1065444.0,665762.0);
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vec2 ch_i = vec2(262209.0,33292.0);
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vec2 ch_j = vec2(131168.0,1066252.0);
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vec2 ch_k = vec2(1065253.0,199204.0);
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vec2 ch_l = vec2(266305.0,33292.0);
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vec2 ch_m = vec2(421.0,698530.0);
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vec2 ch_n = vec2(452.0,1198372.0);
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vec2 ch_o = vec2(228.0,665756.0);
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vec2 ch_p = vec2(484.0,667424.0);
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vec2 ch_q = vec2(244.0,665474.0);
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vec2 ch_r = vec2(354.0,590904.0);
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vec2 ch_s = vec2(228.0,114844.0);
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vec2 ch_t = vec2(8674.0,66824.0);
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vec2 ch_u = vec2(292.0,1198868.0);
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vec2 ch_v = vec2(276.0,664840.0);
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vec2 ch_w = vec2(276.0,700308.0);
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vec2 ch_x = vec2(292.0,1149220.0);
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vec2 ch_y = vec2(292.0,1163824.0);
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vec2 ch_z = vec2(480.0,1148988.0);
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vec2 ch_lpa = vec2(401542.0,66572.0);
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vec2 ch_bar = vec2(266304.0,33288.0);
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vec2 ch_rpa = vec2(788512.0,1589528.0);
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vec2 ch_tid = vec2(675840.0,0.0);
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vec2 ch_lar = vec2(8387.0,1147904.0);
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float TEXT_MASK = 0;
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vec2 CUR_UV = vec2(0);
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#define _spc TEXT_MASK += char_px(ch_spc, CUR_UV);
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#define _exc TEXT_MASK += char_px(ch_exc, CUR_UV);
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#define _quo TEXT_MASK += char_px(ch_quo, CUR_UV);
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#define _hsh TEXT_MASK += char_px(ch_hsh, CUR_UV);
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#define _dol TEXT_MASK += char_px(ch_dol, CUR_UV);
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#define _pct TEXT_MASK += char_px(ch_pct, CUR_UV);
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#define _amp TEXT_MASK += char_px(ch_amp, CUR_UV);
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#define _apo TEXT_MASK += char_px(ch_apo, CUR_UV);
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#define _lbr TEXT_MASK += char_px(ch_lbr, CUR_UV);
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#define _rbr TEXT_MASK += char_px(ch_rbr, CUR_UV);
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#define _ast TEXT_MASK += char_px(ch_ast, CUR_UV);
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#define _crs TEXT_MASK += char_px(ch_crs, CUR_UV);
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#define _per TEXT_MASK += char_px(ch_per, CUR_UV);
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#define _dsh TEXT_MASK += char_px(ch_dsh, CUR_UV);
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#define _com TEXT_MASK += char_px(ch_com, CUR_UV);
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#define _lsl TEXT_MASK += char_px(ch_lsl, CUR_UV);
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#define _0 TEXT_MASK += char_px(ch_0, CUR_UV);
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#define _1 TEXT_MASK += char_px(ch_1, CUR_UV);
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#define _2 TEXT_MASK += char_px(ch_2, CUR_UV);
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#define _3 TEXT_MASK += char_px(ch_3, CUR_UV);
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#define _4 TEXT_MASK += char_px(ch_4, CUR_UV);
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#define _5 TEXT_MASK += char_px(ch_5, CUR_UV);
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#define _6 TEXT_MASK += char_px(ch_6, CUR_UV);
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#define _7 TEXT_MASK += char_px(ch_7, CUR_UV);
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#define _8 TEXT_MASK += char_px(ch_8, CUR_UV);
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#define _9 TEXT_MASK += char_px(ch_9, CUR_UV);
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#define _col TEXT_MASK += char_px(ch_col, CUR_UV);
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#define _scl TEXT_MASK += char_px(ch_scl, CUR_UV);
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#define _les TEXT_MASK += char_px(ch_les, CUR_UV);
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#define _equ TEXT_MASK += char_px(ch_equ, CUR_UV);
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#define _grt TEXT_MASK += char_px(ch_grt, CUR_UV);
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#define _que TEXT_MASK += char_px(ch_que, CUR_UV);
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#define _ats TEXT_MASK += char_px(ch_ats, CUR_UV);
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#define _A TEXT_MASK += char_px(ch_A, CUR_UV);
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#define _B TEXT_MASK += char_px(ch_B, CUR_UV);
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#define _C TEXT_MASK += char_px(ch_C, CUR_UV);
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#define _D TEXT_MASK += char_px(ch_D, CUR_UV);
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#define _E TEXT_MASK += char_px(ch_E, CUR_UV);
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#define _F TEXT_MASK += char_px(ch_F, CUR_UV);
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#define _G TEXT_MASK += char_px(ch_G, CUR_UV);
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#define _H TEXT_MASK += char_px(ch_H, CUR_UV);
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#define _I TEXT_MASK += char_px(ch_I, CUR_UV);
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#define _J TEXT_MASK += char_px(ch_J, CUR_UV);
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#define _K TEXT_MASK += char_px(ch_K, CUR_UV);
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#define _L TEXT_MASK += char_px(ch_L, CUR_UV);
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#define _M TEXT_MASK += char_px(ch_M, CUR_UV);
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#define _N TEXT_MASK += char_px(ch_N, CUR_UV);
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#define _O TEXT_MASK += char_px(ch_O, CUR_UV);
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#define _P TEXT_MASK += char_px(ch_P, CUR_UV);
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#define _Q TEXT_MASK += char_px(ch_Q, CUR_UV);
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#define _R TEXT_MASK += char_px(ch_R, CUR_UV);
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#define _S TEXT_MASK += char_px(ch_S, CUR_UV);
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#define _T TEXT_MASK += char_px(ch_T, CUR_UV);
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#define _U TEXT_MASK += char_px(ch_U, CUR_UV);
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#define _V TEXT_MASK += char_px(ch_V, CUR_UV);
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#define _W TEXT_MASK += char_px(ch_W, CUR_UV);
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#define _X TEXT_MASK += char_px(ch_X, CUR_UV);
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#define _Y TEXT_MASK += char_px(ch_Y, CUR_UV);
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#define _Z TEXT_MASK += char_px(ch_Z, CUR_UV);
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#define _lsb TEXT_MASK += char_px(ch_lsb, CUR_UV);
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#define _rsl TEXT_MASK += char_px(ch_rsl, CUR_UV);
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#define _rsb TEXT_MASK += char_px(ch_rsb, CUR_UV);
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#define _pow TEXT_MASK += char_px(ch_pow, CUR_UV);
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#define _usc TEXT_MASK += char_px(ch_usc, CUR_UV);
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#define _a TEXT_MASK += char_px(ch_a, CUR_UV);
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#define _b TEXT_MASK += char_px(ch_b, CUR_UV);
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#define _c TEXT_MASK += char_px(ch_c, CUR_UV);
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#define _d TEXT_MASK += char_px(ch_d, CUR_UV);
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#define _e TEXT_MASK += char_px(ch_e, CUR_UV);
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#define _f TEXT_MASK += char_px(ch_f, CUR_UV);
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#define _g TEXT_MASK += char_px(ch_g, CUR_UV);
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#define _h TEXT_MASK += char_px(ch_h, CUR_UV);
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#define _i TEXT_MASK += char_px(ch_i, CUR_UV);
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#define _j TEXT_MASK += char_px(ch_j, CUR_UV);
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#define _k TEXT_MASK += char_px(ch_k, CUR_UV);
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#define _l TEXT_MASK += char_px(ch_l, CUR_UV);
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#define _m TEXT_MASK += char_px(ch_m, CUR_UV);
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#define _n TEXT_MASK += char_px(ch_n, CUR_UV);
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#define _o TEXT_MASK += char_px(ch_o, CUR_UV);
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#define _p TEXT_MASK += char_px(ch_p, CUR_UV);
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#define _q TEXT_MASK += char_px(ch_q, CUR_UV);
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#define _r TEXT_MASK += char_px(ch_r, CUR_UV);
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#define _s TEXT_MASK += char_px(ch_s, CUR_UV);
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#define _t TEXT_MASK += char_px(ch_t, CUR_UV);
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#define _u TEXT_MASK += char_px(ch_u, CUR_UV);
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#define _v TEXT_MASK += char_px(ch_v, CUR_UV);
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#define _w TEXT_MASK += char_px(ch_w, CUR_UV);
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#define _x TEXT_MASK += char_px(ch_x, CUR_UV);
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#define _y TEXT_MASK += char_px(ch_y, CUR_UV);
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#define _z TEXT_MASK += char_px(ch_z, CUR_UV);
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#define _lpa TEXT_MASK += char_px(ch_lpa, CUR_UV);
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#define _bar TEXT_MASK += char_px(ch_bar, CUR_UV);
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#define _rpa TEXT_MASK += char_px(ch_rpa, CUR_UV);
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#define _tid TEXT_MASK += char_px(ch_tid, CUR_UV);
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#define _lar TEXT_MASK += char_px(ch_lar, CUR_UV);
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vec2 res;
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vec2 print_pos = vec2(0);
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//Extracts bit b from the given number.
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//Shifts bits right (num / 2^bit) then ANDs the result with 1 (mod(result,2.0)).
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float extract_bit(float n, float b)
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{
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b = clamp(b,-1.0,22.0); //Fixes small artefacts on my nexus 7
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return floor(mod(floor(n / pow(2.0,floor(b))),2.0));
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}
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//Returns the pixel at uv in the given bit-packed sprite.
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float sprite(vec2 spr, vec2 size, vec2 uv)
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{
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uv = floor(uv);
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//Calculate the bit to extract (x + y * width) (flipped on x-axis)
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float bit = (size.x-uv.x-1.0) + uv.y * size.x;
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//Clipping bound to remove garbage outside the sprite's boundaries.
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bool bounds = all(greaterThanEqual(uv,vec2(0)));
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bounds = bounds && all(lessThan(uv,size));
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return bounds ? extract_bit(spr.x, bit - 21.0)+extract_bit(spr.y, bit) : 0.0;
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}
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//Prints a character and moves the print position forward by 1 character width.
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float char_px(vec2 ch, vec2 uv)
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{
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float px = sprite(ch, CHAR_SIZE, uv - print_pos);
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print_pos.x += CHAR_SPACING.x;
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return px;
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}
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//Returns the digit sprite for the given number.
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vec2 get_digit(float d)
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{
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d = floor(d);
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if(d == 0.0) return ch_0;
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if(d == 1.0) return ch_1;
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if(d == 2.0) return ch_2;
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if(d == 3.0) return ch_3;
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if(d == 4.0) return ch_4;
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if(d == 5.0) return ch_5;
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if(d == 6.0) return ch_6;
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if(d == 7.0) return ch_7;
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if(d == 8.0) return ch_8;
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if(d == 9.0) return ch_9;
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return vec2(0.0);
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}
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//Prints out the given number starting at pos.
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float print_number(float number,vec2 pos, vec2 uv)
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{
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vec2 dec_pos = pos;
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float result = 0.0;
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for(int i = 3; i >= -2; i--)
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{
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float clip = float(abs(number) > pow(10.0, float(i)) || i == 0); //Clip off leading zeros.
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float digit = mod(number / pow(10.0, float(i)),10.0);
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if(i == -1)
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{
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result += sprite(ch_per,CHAR_SIZE, uv - dec_pos) * clip;
|
|
dec_pos.x += CHAR_SPACING.x * clip;
|
|
}
|
|
result += sprite(get_digit(digit),CHAR_SIZE, uv - dec_pos) * clip;
|
|
|
|
|
|
dec_pos.x += CHAR_SPACING.x * clip;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
float print_integer(float number, int zeros, vec2 uv)
|
|
{
|
|
float result = 0.0;
|
|
|
|
for(int i = MAX_INT_DIGITS; i >= 0; i--)
|
|
{
|
|
float digit = mod( number / pow(10.0, float(i)) , 10.0);
|
|
|
|
if(abs(number) > pow(10.0, float(i)) || zeros > i || i == 0) //Clip off leading zeros.
|
|
{
|
|
result += char_px(get_digit(digit), uv);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#define eps 1e-3
|
|
|
|
vec2 GetIntegerScaleMult()
|
|
{
|
|
float epsilon = 0.01;
|
|
vec2 integer_scale = params.FinalViewportSize.xy / params.OriginalSize.xy;
|
|
integer_scale = vec2(abs(integer_scale.x - round(integer_scale.x)) < epsilon ? round(integer_scale.x) : integer_scale.x,
|
|
abs(integer_scale.y - round(integer_scale.y)) < epsilon ? round(integer_scale.y) : integer_scale.y);
|
|
return integer_scale;
|
|
}
|
|
|
|
float DrawResolutions(vec2 uv)
|
|
{
|
|
float col = 0.0;
|
|
|
|
float current_line_index = 0;
|
|
float margin = STRHEIGHT(1);
|
|
|
|
// Resolution Text
|
|
print_pos = vec2(margin, 0);
|
|
|
|
// Viewport Resolution ----------------------------------------------------
|
|
TEXT_MASK = 0;
|
|
CUR_UV = uv;
|
|
|
|
// Int Scale Vertical ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_I _n _t _spc _S _c _l _spc _V _e _r _t _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc
|
|
|
|
vec2 int_mult = GetIntegerScaleMult();
|
|
|
|
if (fract(int_mult.y) < 0.01)
|
|
TEXT_MASK += print_integer(int_mult.y, 0, uv);
|
|
else
|
|
TEXT_MASK += print_number(int_mult.y, print_pos, uv);
|
|
|
|
|
|
// Int Scale Horizontal ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_I _n _t _spc _S _c _l _spc _H _o _r _z _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc
|
|
|
|
if (fract(int_mult.x) < 0.01)
|
|
TEXT_MASK += print_integer(int_mult.x, 0, uv);
|
|
else
|
|
TEXT_MASK += print_number(int_mult.x, print_pos, uv);
|
|
|
|
|
|
// Final Aspect Ratio ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_F _i _n _a _l _spc _A _s _p _e _c _t _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc
|
|
TEXT_MASK += print_number(params.FinalViewportSize.x / params.FinalViewportSize.y > 1 ? params.FinalViewportSize.x / params.FinalViewportSize.y : params.FinalViewportSize.y / params.FinalViewportSize.x, print_pos, uv);
|
|
|
|
|
|
// Final Viewport ResS ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_F _i _n _a _l _spc _V _i _e _w _p _o _r _t _spc _dsh _dsh _dsh _dsh _spc
|
|
TEXT_MASK += print_integer(params.FinalViewportSize.x, 0, uv);
|
|
_spc _x _spc
|
|
TEXT_MASK += print_integer(params.FinalViewportSize.y, 0, uv);
|
|
|
|
|
|
// Pass Output Resolution ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_T _e _x _t _spc _O _u _t _p _u _t _spc _R _e _s _spc _dsh _dsh _dsh _spc
|
|
|
|
TEXT_MASK += print_integer(params.OutputSize.x, 0, uv);
|
|
_spc _x _spc
|
|
TEXT_MASK += print_integer(params.OutputSize.y, 0, uv);
|
|
|
|
|
|
// Source Resolution ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_S _o _u _r _c _e _spc _amp _spc _T _e _x _t _spc _R _e _s _spc _dsh _spc
|
|
|
|
TEXT_MASK += print_integer(params.SourceSize.x, 0, uv);
|
|
_spc _x _spc
|
|
TEXT_MASK += print_integer(params.SourceSize.y, 0, uv);
|
|
|
|
|
|
// CORE Resolution ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_O _r _i _g _i _n _a _l _spc _R _e _s _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc
|
|
|
|
TEXT_MASK += print_integer(params.OriginalSize.x, 0, uv);
|
|
_spc _x _spc
|
|
TEXT_MASK += print_integer(params.OriginalSize.y, 0, uv);
|
|
|
|
// Empty Line ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
// Resolution Debugging ----------------------------------------------------------
|
|
print_pos.x = margin;
|
|
print_pos.y += STRHEIGHT(1);
|
|
|
|
_P _r _i _n _t _spc _R _e _s _o _l _u _t _i _o _n _spc _T _e _x _t _spc
|
|
|
|
return TEXT_MASK;
|
|
}
|
|
|
|
float GetText(vec2 in_coord)
|
|
{
|
|
vec2 canvas_size = params.OutputSize.xy;
|
|
|
|
in_coord = (in_coord - 0.5) * vec2(1, -1) + 0.5;
|
|
float downscale = 1;
|
|
if (canvas_size.y > 460) downscale = 2;
|
|
if (canvas_size.y > 1000) downscale = 3;
|
|
|
|
vec2 uv = params.OutputSize.xy * in_coord;
|
|
vec2 downscaled_uv = floor(params.OutputSize.xy * in_coord / downscale);
|
|
|
|
float pixel = DrawResolutions(downscaled_uv);
|
|
|
|
vec3 col = vec3(1);
|
|
pixel *= (1 - distance(mod(uv, vec2(1.0)), vec2(0.65))) * 1.2;
|
|
col *= mix(vec3(0), vec3(1, 1, 1), pixel);
|
|
|
|
return col.r;
|
|
}
|
|
|
|
float GetTestValue()
|
|
{
|
|
float out_val = params.OriginalSize.x +
|
|
params.OriginalSize.y +
|
|
params.SourceSize.x +
|
|
params.SourceSize.y +
|
|
params.OutputSize.x +
|
|
params.OutputSize.y +
|
|
params.FinalViewportSize.x +
|
|
params.FinalViewportSize.y;
|
|
|
|
return out_val;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
float current_test_value = GetTestValue();
|
|
float feedback_test_value = texture(PassFeedback, vec2(0,0)).a;
|
|
|
|
if (feedback_test_value == current_test_value)
|
|
{
|
|
FragColor = texture(PassFeedback, vTexCoord);
|
|
return;
|
|
}
|
|
|
|
FragColor = FragColor = texture(Source, vTexCoord);
|
|
FragColor.a = GetText(vTexCoord);
|
|
|
|
if (vTexCoord.x < params.OutputSize.z * 2 && vTexCoord.y < params.OutputSize.w * 2)
|
|
FragColor.a = current_test_value;
|
|
|
|
// // Bit to have a moving image to test if the cache is working
|
|
// if (vTexCoord.x > 0.8 && vTexCoord.y > 0.8)
|
|
// FragColor.a = sin(mod(params.FrameCount, 60) / 60);
|
|
|
|
return;
|
|
} |