diff --git a/libraries/entities-renderer/src/paintStroke.slf b/libraries/entities-renderer/src/paintStroke.slf index f6beca811b..fc659d5928 100644 --- a/libraries/entities-renderer/src/paintStroke.slf +++ b/libraries/entities-renderer/src/paintStroke.slf @@ -21,6 +21,7 @@ uniform sampler2D originalTexture; // the interpolated normal in vec3 interpolatedNormal; in vec2 varTexcoord; +in vec4 varColor; struct PolyLineUniforms { vec3 color; @@ -35,6 +36,7 @@ void main(void) { vec4 texel = texture(originalTexture, varTexcoord); int frontCondition = 1 -int(gl_FrontFacing) * 2; + vec3 color = varColor.rgb; packDeferredFragmentTranslucent( interpolatedNormal * frontCondition, texel.a, diff --git a/libraries/entities-renderer/src/paintStroke.slv b/libraries/entities-renderer/src/paintStroke.slv index 43eac49e3d..769b87f2a9 100644 --- a/libraries/entities-renderer/src/paintStroke.slv +++ b/libraries/entities-renderer/src/paintStroke.slv @@ -23,9 +23,13 @@ out vec3 interpolatedNormal; //the diffuse texture out vec2 varTexcoord; +out vec4 varColor; + void main(void) { varTexcoord = inTexCoord0.st; + + // pass along the diffuse color varColor = colorToLinearRGBA(inColor);