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# Conflicts: # src/gl/shaders/gl_shader.cpp # src/hwrenderer/textures/hw_material.cpp # src/r_data/gldefs.cpp # wadsrc/static/shaders/glsl/main.fp
5 lines
147 B
GLSL
5 lines
147 B
GLSL
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vec3 ProcessMaterialLight(Material material, vec3 color)
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{
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return material.Base.rgb * clamp(color + desaturate(uDynLightColor).rgb, 0.0, 1.4);
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}
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