Correction TextFrag.glsl
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@ -11,8 +11,6 @@ uniform sampler2D texture1;
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void main(){
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vec3 black = vec3(0.0f, 0.0f , 0.0f);
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vec4 tex = texture(texture1, texCoord);
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if (tex.xyz == black){
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tex.a = 0.0f;
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}
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tex.a = (tex.x + tex.y + tex.z) / 3.0f;
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FragColor = tex;
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}
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