Initial release: RadiantWave v1.0
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#version 330 core
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// The final color output for the pixel
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out vec4 FragColor;
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// Input from the vertex shader
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in vec2 TexCoord; // The texture coordinate, interpolated for this specific pixel
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// The source texture (our FontMap "sticker sheet")
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uniform sampler2D u_texture;
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uniform vec4 u_textColor;
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void main()
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{
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float mask = texture(u_texture, TexCoord).a;
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FragColor = vec4(u_textColor.rgb, u_textColor.a * mask);
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}
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