prosperon/source/shaders/textfrag.glsl

19 lines
289 B
GLSL

#version 330 core
in vec2 TexCoords;
in vec3 fColor;
out vec4 color;
uniform sampler2D text;
void main()
{
// color = vec4(fColor.xyz, texture(text, TexCoords).r);
color = vec4(1.f,1.f,1.f, texture(text, TexCoords).r);
if (color.a <= 0.1f)
discard;
}