#version 300 es
precision mediump float;
uniform sampler2D font_sampler;
in vec2 f_tex_pos;
in vec4 f_color;
out vec4 Target0;
void main() {
float alpha = texture(font_sampler, f_tex_pos).r;
if (alpha <= 0.0) {
discard;
}
Target0 = f_color * vec4(1.0, 1.0, 1.0, alpha);
}