So my code does do a two pass at present and providing I use glColor4f(1.0,1.0,1.0,1.0); aka Opaque white, the blend works and the alpha is taken into account from the font texture. And everything is great, but when I change the color to say yellow, the blend changes the colour of the background quad. This is why I was looking at shaders.
Fundamentally I've been able to write a fragment shader to set the colour to a fixed value, but where I'm coming unstuck is if I use a vertex shader to extract the color (which I understand to be an interpolated value, along with the position information), I'm in a position where it breaks the 2D orthographic projection and nothing I've tried has worked. And I've tried quite a few variations of shader.
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