sockscape/resources/client/shaders/font/font.frag

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precision mediump float;
varying vec2 texCoords;
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uniform vec4 fontColor;
uniform sampler2D fontBitmap;
void main() {
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vec4 outColor = texture2D(fontBitmap, texCoords);
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if(outColor.xyz == vec3(0.0, 0.0, 0.0))
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discard;
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gl_FragColor = fontColor * outColor;
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}