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2026-06-17 10:35:08 -07:00
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/*
* MIT License
*
* Copyright (c) 2026 Mark Allyn
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/*
* 02_text_description_frag.glsl
* Author: Mark Allyn
* Component: 02_text_description
*
* Fragment shader for FreeType glyph rendering.
* Glyphs are uploaded as GL_RED single-channel textures; the red channel
* drives the alpha so the background shows through unfilled pixels.
*/
#version 430 core
in vec2 tex_coords;
out vec4 frag_color;
uniform sampler2D text_sampler; // bound to texture unit 0
uniform vec3 text_color; // RGB, 0.01.0
void main() {
float alpha = texture(text_sampler, tex_coords).r;
frag_color = vec4(text_color, alpha);
}