add background for F3 text, fix single-channel texture display
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@ -87,7 +87,7 @@ func CreateFontsTexture() {
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)
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io.Fonts().SetTextureID(imgui.TextureID(tex))
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igwrap.SetTextureFlag(tex, igwrap.TextureFlag_Red)
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igwrap.SetTextureFlag(tex, igwrap.TextureFlag_ImGUIFont)
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gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
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}
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@ -6,7 +6,8 @@
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#define FLAG_ALPHA (1<<3)
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#define FLAG_COLORS (FLAG_RED | FLAG_GREEN | FLAG_BLUE | FLAG_ALPHA)
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#define FLAG_LINEAR (1<<4)
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#define FLAG_LINEAR (1<<4)
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#define FLAG_IMGUI_FONT (1<<5)
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uniform sampler2D tex;
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uniform int flags;
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@ -19,8 +20,10 @@ out vec4 outputColor;
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const float gamma = 2.2;
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void main() {
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if ((flags & FLAG_COLORS) == FLAG_RED) {
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if ((flags & FLAG_IMGUI_FONT) != 0) {
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outputColor = vec4(fragColor.rgb, fragColor.a * texture(tex, fragUV.st).r);
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} else if ((flags & FLAG_COLORS) == FLAG_RED) {
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outputColor = vec4(vec3(texture(tex, fragUV.st).r), 1);
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} else {
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vec4 color = texture(tex, fragUV.st);
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if ((flags & FLAG_LINEAR) != 0)
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