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Cleanly separate rendering and event handling
[mandelwow.git]
/
shaders
/
text.frag
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#version 300 es
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precision lowp float;
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uniform sampler2D tex;
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uniform vec4 bgcolor;
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uniform vec4 fgcolor;
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in vec2 v_tex_coords;
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out vec4 f_color;
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void main() {
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f_color = texture(tex, v_tex_coords).x == 0. ? bgcolor : fgcolor;
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}