Refactor text rendering
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@@ -2,13 +2,13 @@
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out vec4 FragColor;
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in vec4 gColor;
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in vec2 gTex;
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in vec2 gTexCoord;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, gTex) * gColor;
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FragColor = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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