#version 330 core out vec4 FragColor; in vec3 vPos; in vec2 vTexCoord; uniform sampler2D fontTex; uniform int charIndex; // Main void main() { int x = (charIndex-32) % 16; int y = (charIndex-32) / 16; float fx = float(x) / 16; float fy = float(y) / 8; vec4 color = texture(fontTex, vec2(fx, fy) + vTexCoord * vec2(1.f/32, 1.f/16)); FragColor = vec3(color) == vec3(0, 0, 0) ? vec4(0, 0, 0, 0) : color; // FragColor = color; }