diff --git a/interface/resources/shaders/model.vert b/interface/resources/shaders/model.vert index 6bcf7fbbe1..a304187591 100644 --- a/interface/resources/shaders/model.vert +++ b/interface/resources/shaders/model.vert @@ -19,7 +19,7 @@ void main(void) { normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); // pass along the diffuse color - gl_FrontColor = gl_FrontMaterial.diffuse; + gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse; // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0; diff --git a/interface/resources/shaders/model_normal_map.vert b/interface/resources/shaders/model_normal_map.vert index 937bdcaf33..9fde196b06 100644 --- a/interface/resources/shaders/model_normal_map.vert +++ b/interface/resources/shaders/model_normal_map.vert @@ -26,7 +26,7 @@ void main(void) { interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0); // pass along the diffuse color - gl_FrontColor = gl_FrontMaterial.diffuse; + gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse; // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0; diff --git a/interface/resources/shaders/skin_model.vert b/interface/resources/shaders/skin_model.vert index 072bf3c336..e490a76cc3 100644 --- a/interface/resources/shaders/skin_model.vert +++ b/interface/resources/shaders/skin_model.vert @@ -35,7 +35,7 @@ void main(void) { normal = normalize(gl_ModelViewMatrix * normal); // pass along the diffuse color - gl_FrontColor = gl_FrontMaterial.diffuse; + gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse; // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0; diff --git a/interface/resources/shaders/skin_model_normal_map.vert b/interface/resources/shaders/skin_model_normal_map.vert index ac6c77f7cb..94166ba4a6 100644 --- a/interface/resources/shaders/skin_model_normal_map.vert +++ b/interface/resources/shaders/skin_model_normal_map.vert @@ -43,7 +43,7 @@ void main(void) { interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent; // pass along the diffuse color - gl_FrontColor = gl_FrontMaterial.diffuse; + gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse; // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0;