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@@ -2663,9 +2663,9 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
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+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
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} else {
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- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
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+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
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}
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tangents_ptr[p_idx * 4 + 0] = 1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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@@ -2680,7 +2680,7 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
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- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
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+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
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tangents_ptr[p_idx * 4 + 0] = -1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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@@ -2721,9 +2721,9 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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vertices_ptr[p_idx + m] = quad_faces[m];
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normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
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if (m < 2) {
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- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
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+ uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
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} else {
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- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
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+ uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
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}
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tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
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tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
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@@ -2760,9 +2760,9 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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vertices_ptr[p_idx + k] = quad_faces[k];
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normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
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+ uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
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} else {
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- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
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+ uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
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}
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tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
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tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
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