#version 330 core
in vec2 TexCoords;
out vec4 FragColor;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
//vec4 sampled = texture(text, TexCoords);
//float alpha = texture(text, TextCoords).a;
//float sampled = texture(text, TexCoords).a;
//if (sampled.a < 0.5)
// discard;
//sampled *= .5f;
//sampled += .5f;
//FragColor = vec4(textColor, 0.5);
FragColor = vec4(textColor, 1.0) * sampled;
};