in vec3 vNormal;
in vec3 vTangent;
in vec3 vViewVec;
+in vec4 vColor;
out vec4 FragColor;
discard;
}
#endif //ALPHA_TEST
- vec3 albedoColor = albedoAlpha.rgb * uColor.rgb;
+ vec3 albedoColor = albedoAlpha.rgb * vColor.rgb * uColor.rgb;
vec4 metalRoughness = texture(sMetalRoughness, vUV.st);
float metallic = metalRoughness.METALLIC * uMetallicFactor;
vec3 normalMap = texture(sNormal, vUV.st).rgb;
#else //THREE_TEX
vec4 albedoMetal = texture(sAlbedoMetal, vUV.st);
- vec3 albedoColor = albedoMetal.rgb * uColor.rgb;
+ vec3 albedoColor = albedoMetal.rgb * vColor.rgb * uColor.rgb;
float metallic = albedoMetal.a * uMetallicFactor;
vec4 normalRoughness = texture(sNormalRoughness, vUV.st);
in vec2 aTexCoord;
in vec3 aNormal;
in vec3 aTangent;
+in vec4 aVertexColor;
#ifdef MORPH
uniform sampler2D sBlendShapeGeometry;
out vec3 vNormal;
out vec3 vTangent;
out vec3 vViewVec;
+out vec4 vColor;
uniform highp mat4 uMvpMatrix;
vUV = aTexCoord;
#endif
+ vColor = aVertexColor;
+
vViewVec = viewPosition.xyz;
}