First post, yay \o/
Anyway, I couldn’t find a proper solution to my problem, so I’m asking you for help. I wrote a class for displaying text on the screen using anglecode fonts. Now I want also be able to color the text, but when I’m doing the following in my fragment shader, it does not work.
#version 150 core
uniform sampler2D texture_diffuse;
in vec4 pass_Color;
in vec2 pass_TexCoord;
out vec4 out_Color;
void main(void)
{
out_Color = texture2D(texture_diffuse, pass_TexCoord);
out_Color = vec4(out_Color.r + 0.5, out_Color.g, out_Color.b, out_Color.a);
if (out_Color.a < 0.9)
{
discard;
}
}
I expected to see the text slightly red, but it’s still white, as defined in the bitmap. What am I doing wrong here? Do I have to enable GL_BLEND or something first? The code for displaying textures is the same as in the LWJGL Tutorial.