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authorraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
commit302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch)
tree7094081f3536d7d16804bff90f5d2a002c11ce45 /src/rlgl.c
parentcac2a66debd0f2d3ef8195940f8e2744d539d19a (diff)
downloadraylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.tar.gz
raylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.zip
Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 5c4c9c01..6a2adeb2 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1800,9 +1800,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Setup shader uniforms for lights
SetShaderLights(material.shader);
- // Upload to shader material.colSpecular
- 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);
-
// Upload to shader material.colAmbient
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);