but doing just bind should work anyway. the texture has rgb as luminance so you should be multiplying that by the color you actually want to draw the font and then use the alpha form the font texture, something like:
Thanks for the response,
OF change my life
i am still not really understanding how shader pipline works
i use also a vertex shader to create a fog
so which color is considered, the color of the frag shader ? of the vertex shader ? both ?
Other small trouble
the square typo mesh is visible behind the texture
the are a way to hidden it ?
the color in the fragment shader is usually an interpolation in between vertices of the color you set per vertex in the veretex shader, unless you pass it as a uniform in that case it’s the same in both.
in this case i would pass it as a uniform and apply it in the fragment shader.
ah, i think it’s a problem with depth test while using alpha, it’s kind of tricky to solve and in your case where an object might be in different depths it could be even more, here are a couple of topics that talk about it: