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alacritty/res/text.f.glsl
Joe Wilm cda4952145 Bit of cleanup
- Commend vertex slice
- Add helper for binding mask texture (and specify that it's a mask)
- Prefix uniform members of ShaderProgram with u_. This makes it easy to
  identify in the rest of code.
2016-02-24 20:37:17 -08:00

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GLSL

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