#version 330 core uniform sampler2D TextureSampler; uniform vec2 Cell; uniform vec2 Glyph; out vec4 g_color; in vec4 PixelTexture; void main() { vec4 sample = texture(TextureSampler, PixelTexture.xy * Cell + Cell * Glyph); float px = sample.x == 0.0 ? 0.0 : 1.0; g_color = vec4(vec3(px), 1.0); }