diff --git a/examples/shaders/resources/shaders/glsl100/lighting.fs b/examples/shaders/resources/shaders/glsl100/lighting.fs index 73531a8b..f9b0bd3c 100644 --- a/examples/shaders/resources/shaders/glsl100/lighting.fs +++ b/examples/shaders/resources/shaders/glsl100/lighting.fs @@ -40,6 +40,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -67,7 +69,7 @@ void main() } } - vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); // Gamma correction diff --git a/examples/shaders/resources/shaders/glsl120/lighting.fs b/examples/shaders/resources/shaders/glsl120/lighting.fs index 8dda5a54..600c0f84 100644 --- a/examples/shaders/resources/shaders/glsl120/lighting.fs +++ b/examples/shaders/resources/shaders/glsl120/lighting.fs @@ -38,6 +38,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -65,7 +67,7 @@ void main() } } - vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); // Gamma correction diff --git a/examples/shaders/resources/shaders/glsl330/lighting.fs b/examples/shaders/resources/shaders/glsl330/lighting.fs index d1f3140a..d2a8e874 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting.fs +++ b/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -3,7 +3,7 @@ // Input vertex attributes (from vertex shader) in vec3 fragPosition; in vec2 fragTexCoord; -//in vec4 fragColor; +in vec4 fragColor; in vec3 fragNormal; // Input uniform values @@ -41,6 +41,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -68,8 +70,8 @@ void main() } } - finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0)*colDiffuse; + finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0)*tint; // Gamma correction finalColor = pow(finalColor, vec4(1.0/2.2));