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ugui/text_rendering/font_fragshader.glsl

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389 B

#version 330
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform vec2 viewsize;
// texture uv coordinate in texture space
in vec2 texture_coord;
uniform sampler2D texture_sampler;
out vec4 color;
void main()
{
color = mix(vec4(0.0f,0.0f,0.0f,1.0f), vec4(1.0f,1.0f,1.0f,1.0f), texture(texture_sampler, texture_coord)) + vec4(1.0f,0.0f,0.0f,1.0f);
}