#include <bnb/glsl.frag>

BNB_IN(0)
vec2 var_uv;

BNB_DECLARE_SAMPLER_2D(0, 1, s_text);

void main()
{
    float text_mask = BNB_TEXTURE_2D(BNB_SAMPLER_2D(s_text), var_uv).x;

    bnb_FragColor = vec4(text_color.rgb, text_mask * text_color.a);
}