22 lines
No EOL
455 B
GLSL
22 lines
No EOL
455 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 vPos;
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in vec2 vTexCoord;
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uniform sampler2D fontTex;
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uniform int charIndex;
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// Main
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void main() {
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int x = (charIndex-32) % 16;
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int y = (charIndex-32) / 16;
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float fx = float(x) / 16;
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float fy = float(y) / 8;
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vec4 color = texture(fontTex, vec2(fx, fy) + vTexCoord * vec2(1.f/32, 1.f/16));
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FragColor = vec3(color) == vec3(0, 0, 0) ? vec4(0, 0, 0, 0) : color;
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// FragColor = color;
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} |