#depth off @vs vs in vec2 a_pos; in vec2 a_uv; struct letter { vec2 pos; vec2 wh; vec2 uv; vec2 st; vec4 color; }; readonly buffer ssbo { letter ls[]; }; out vec2 uv; out vec2 fuv; out vec4 color0; vec2 pos; uniform mat4 vp; @include_block vert void main() { letter l = ls[gl_InstanceIndex]; fuv = l.uv + vec2(a_pos.x*l.st.x, l.st.y - a_pos.y*l.st.y); uv = a_uv; color0 = l.color; pos = l.pos+(a_pos*l.wh); vert(); gl_Position = vp * vec4(pos, 0.0, 1.0); } @end @fs fs in vec2 uv; in vec2 fuv; in vec4 color0; out vec4 color; texture2D text; sampler smp; @include_block frag void main() { float lettera = texture(sampler2D(text,smp),fuv).r; if (lettera < 0.1f) discard; frag(); } @end @program text vs fs