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art software for the rest of us
drawing paint image sdl art
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12345678910111213141516171819#version 450
layout(location = 1) in vec4 in_color;layout(location = 2) in vec2 in_uv;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D textSampler;
void main() { // Sample the glyph alpha from the texture float glyphAlpha = texture(textSampler, in_uv).a;
// Output straight alpha: (RGB, Alpha) // The blender (BlendAlpha) will multiply RGB by Alpha during compositing. // This avoids black fringes because we don't interpolate the texture's RGB. outColor = vec4(in_color.rgb, in_color.a * glyphAlpha);}