#version 330 core in vec2 TexCoords; in vec4 fColor; in vec2 fst; out vec4 color; uniform sampler2D text; float osize = 1.0; void main() { float lettera = texture(text,TexCoords).r; if (lettera <= 0.1f) { vec2 uvpos = TexCoords - fst; for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { float pa = texture(text, uvpos + (fst*vec2(x,y))).r; if (pa > 0.1) { color = vec4(0.0,0.0,0.0, fColor.a); return; } } } discard; } // vec2 lsize = fst / textureSize(text,0).xy; /* vec2 uvpos = TexCoords - fst; for (int x = 0; x < 3; x++) { for (int y = 0; 0 < 3; y++) { float pa = texture(text, uvpos + (fst * vec2(x,y))).r; if (pa <= 0.1) { color = vec4(0.0,0.0,0.0,fColor.a); return; } } } */ color = vec4(fColor.xyz, fColor.a); }