#pragma language glsl3 layout (location = 0) out vec4 g_color; uniform sampler2D texture_sampler; in vec4 PixelTexture; uniform vec2 cell; uniform vec2 glyph; void pixelmain() { vec4 sample = texture(texture_sampler, PixelTexture.xy * cell + cell * glyph); float px = sample.x == 0.0 ? 0.0 : 1.0; g_color = vec4(vec3(px), 1.0); }