#version 440 core struct VertexOutput { vec4 position; vec2 tex_coord; }; layout(location = 0) in VertexOutput out_vertex; layout(location = 1) uniform highp sampler2D atlas_texture; out vec4 color; void main() { float text_color = texture(atlas_texture, out_vertex.tex_coord).r; color = vec4(text_color * vec3(1,1,1), text_color); }