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getting closer to dumb font rendering
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9
shaders/text.f.glsl
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9
shaders/text.f.glsl
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#version 120
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varying vec2 texcoord;
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uniform sampler2D tex;
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uniform vec4 color;
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void main(void) {
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gl_FragColor = vec4(1, 1, 1, texture2D(tex, texcoord).r) * color;
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}
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9
shaders/text.v.glsl
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9
shaders/text.v.glsl
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#version 120
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attribute vec4 coord;
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varying vec2 texcoord;
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void main(void) {
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gl_Position = vec4(coord.xy, 0, 1);
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texcoord = coord.zw;
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}
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