#version 330 core in vec2 TexCoords; out vec4 color; uniform sampler2D text; uniform vec3 textColor; uniform bool invert; void main() { vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r); color = vec4(textColor, 1.0) * sampled; if (color.a <= 0.1f) discard; }