alacritty/res/text.f.glsl

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#version 330 core
in vec2 TexCoords;
in vec3 fg;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
uniform sampler2D mask;
void main()
{
alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0);
color = vec4(fg, 1.0);
}