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