// The albedo may be defined from a base texture or a flat color
#ifdef BASECOLOR_TEX
lowp vec4 baseColor = texture(sAlbedoAlpha, vUV);
- baseColor = vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
+ baseColor = vColor * vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
#else // BASECOLOR_TEX
lowp vec4 baseColor = vColor * uColorFactor;
#endif // BASECOLOR_TEX