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shaders/text.frag
#version 450
layout(location = 0) in vec2 v_uv;
layout(location = 1) in vec4 v_color;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 1) uniform sampler2D u_font;
void main()
{
float a = texture(u_font, v_uv).r;
if (a < 0.5)
discard;
o_color = vec4(v_color.rgb, 1.0);
}