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@@ -54,6 +54,11 @@ void PS()
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gl_FragColor.a = vColor.a * smoothstep(0.5, 0.505, distance);
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}
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#else
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- gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).a;
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+ // Non-SDF font will likely be monochrome, in which case the alpha channel will be on the R channel on OpenGL 3
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+ #ifdef GL3
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+ gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).r;
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+ #else
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+ gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).a;
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+ #endif
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#endif
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}
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