// The default GPU hardware texture sampling
// anisotropic level is set by glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, level);

#version 330

// Since the 'Material' block variables are overwritten by every call to renderSentence of VSFontLib,
// we will avoid using it here (and elsewhere outside the font shader; it will only complicate things).

uniform sampler2D texUnit;

in vec2 v_texCoord;

layout (location = 0) out vec4 outputHwTexture;

void main()
{
    outputHwTexture =  texture(texUnit, v_texCoord);
}