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radiantwave/archive/share/rhemawave/shaders/text.frag
T
2026-08-07 14:51:41 -05:00

18 lines
429 B
GLSL

#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);
}