/* * 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, 0.0–1.0 void main() { float alpha = texture(text_sampler, tex_coords).r; frag_color = vec4(text_color, alpha); }