Use base diffuse color from materials in Standard shader

This commit is contained in:
mcc 2019-07-25 17:39:39 -04:00 committed by Bjorn
parent 239a9514ea
commit d391a4750f
1 changed files with 1 additions and 1 deletions

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@ -177,7 +177,7 @@ const char* lovrStandardFragmentShader = ""
""
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
" vec3 normal = vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.); \n"
" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb; \n"
" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb * lovrDiffuseColor.rgb; \n"
" vec3 emissive = texture(lovrEmissiveTexture, uv).rgb * lovrEmissiveColor.rgb; \n"
" float occlusion = texture(lovrOcclusionTexture, uv).r; \n"
" float metalness = texture(lovrMetalnessTexture, uv).b * lovrMetalness; \n"