#version 330 core

layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;

in vec2 TexCoords;

uniform sampler2D text;
uniform vec3 textColor;

void main() {
	vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);

	FragColor = vec4(textColor, 1.0) * sampled;

	// don't bloom
	BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}