prosperon/source/shaders/textfrag.glsl

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#version 330 core
in vec2 TexCoords;
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in vec4 fColor;
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out vec4 color;
uniform sampler2D text;
void main()
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{
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float lettera = texture(text,TexCoords).r;
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// color = vec4(1.f, 1.f, 1.f, texture(text, TexCoords).r);
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if (lettera <= 0.1f)
discard;
color = vec4(fColor.xyz, lettera * fColor.a);
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}