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graphicsadapter: allowing font rom to be greyscale instead of clear B/W
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@@ -932,13 +932,8 @@ void main() {
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vec4 tileCol = texture2D(tilesAtlas, finalUVCoordForTile);
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// apply colour
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if (tileCol.r > 0) {
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gl_FragColor = foreColFromMap;
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}
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else {
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gl_FragColor = backColFromMap;
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}
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// apply colour. I'm expecting FONT ROM IMAGE to be greyscale
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gl_FragColor = mix(backColFromMap, foreColFromMap, tileCol.r);
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}
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""".trimIndent()
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