@ -109,7 +109,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAs Alpha8 ( & pixels , & width , & height ) ;
io . Fonts - > GetTexDataAs RGBA32 ( & pixels , & width , & height ) ;
GLint last_texture , last_unpack_buffer ;
@ -128,7 +128,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
if ( g_IsGLES | | g_GlVersion > = 200 )
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R 8, width , height , 0 , GL_R ED , GL_UNSIGNED_BYTE , pixels ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R GBA 8, width , height , 0 , GL_R GBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
io . Fonts - > SetTexID ( ( ImTextureID ) ( intptr_t ) g_FontTexture ) ;
@ -269,7 +269,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r );\n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n "
" } \n " ;
const GLchar * fragment_shader_glsl_300_es =
@ -280,7 +280,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r );\n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n "
" } \n " ;
const GLchar * fragment_shader_glsl_410_core =
@ -290,7 +290,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r );\n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n "
" } \n " ;
SPDLOG_DEBUG ( " glsl_version: {} " , glsl_version ) ;