text: ﻿#version 330
  //
  // (C) Copyright 2010 Patrick Cozzi and Deron Ohlarik
  //
  // Distributed under the MIT License.
  // See License.txt or http://www.opensource.org/licenses/mit-license.php.
  //
  
  flat in vec4 fsColor;
  flat in vec4 fsOutlineColor;
  in float fsTextureCoordinate;
  
  out vec4 fragmentColor;
  
  uniform sampler2D og_texture0;
  
  void main()
  {
      vec2 texel = texture(og_texture0, vec2(fsTextureCoordinate, 0.5)).rg;
      float interior = texel.r;
      float alpha = texel.g;
  
      vec4 color = mix(fsOutlineColor, fsColor, interior);
      fragmentColor = vec4(color.rgb, color.a * alpha);
  }