uniform sampler2D samp8; // textures uniform sampler2D samp9; const int char_width = 8; const int char_height = 13; const int char_count = 95; const vec2 char_dim = vec2(char_width, char_height); const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height); out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { vec2 char_pos = floor(uv0*resolution.xy/char_dim); vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim; float minc = 0; float mindiff = char_width*char_height*100; float diffsum[char_count]; vec4 color_avg = vec4(0.0, 0.0, 0.0, 0.0); for(int i=0; i