14 lines
No EOL
291 B
GLSL
14 lines
No EOL
291 B
GLSL
// https://learnopengl.com/In-Practice/Text-Rendering
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(textColor, 1.0) * sampled;
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} |