Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...).
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4 changed files with 7 additions and 1 deletions
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@ -1793,6 +1793,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Setup shader uniforms for lights
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SetShaderLights(material.shader);
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// Upload to shader material.colSpecular
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glUniform4f(glGetUniformLocation(material.shader.id, "colTint"), (float)material.colTint.r/255, (float)material.colTint.g/255, (float)material.colTint.b/255, (float)material.colTint.a/255);
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// Upload to shader material.colAmbient
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glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
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