To learn more about text rendering by rendering text inside of a fragment shader
In the future, I want to fill in the character and figure out how to anti-alias it. There's already plenty that has been written about the first one, including a very good microsoft research paper published in Nvidia's GPU gems. However, AA is a litttle bit harder because there's no clear way to get a display's subpixel arrangement from OpenGL context.
Drawing vectors in shaders alone is pretty hard, but I do want to extend this. It would also be neat if I could figure out how to move arrays of undefined size into shaders. I think I can programatically change them, so perhaps I could alter the program itself with the array length before loading it. This is another weakness of OpenGL, the shader programming is simply not as powerful as Metal or DirectX.