alacritty/res/text.f.glsl

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#version 330 core
in vec2 TexCoords;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
gl_FragColor = vec4(textColor, 1.0) * sampled;
}