17 lines
316 B
GLSL
17 lines
316 B
GLSL
#version 330
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uniform sampler2DRect uAtlas;
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uniform vec3 uForegroundColor;
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uniform vec3 uBackgroundColor;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main() {
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vec3 value = texture(uAtlas, vTexCoord).rgb;
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vec3 color = mix(uBackgroundColor, uForegroundColor, value);
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oFragColor = vec4(color, 1.0f);
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}
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