#version 330 core struct VertexOutput { vec4 position; vec2 tex_coord; }; uniform sampler2D _group_0_binding_0_fs; smooth in vec2 _vs2fs_location0; layout(location = 0) out vec4 _fs2p_location0; void main() { VertexOutput input_ = VertexOutput(gl_FragCoord, _vs2fs_location0); float text_color = 0.0; vec4 _e8 = texture(_group_0_binding_0_fs, vec2(vec2(input_.tex_coord.x, input_.tex_coord.y))); text_color = _e8.x; float _e11 = text_color; float _e17 = text_color; _fs2p_location0 = vec4((_e11 * vec3(1.0, 1.0, 1.0)), _e17); return; }