Use base diffuse color from materials in Standard shader
@@ -177,7 +177,7 @@ const char* lovrStandardFragmentShader = ""
""
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
" vec3 normal = vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.); \n"
-" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb; \n"
+" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb * lovrDiffuseColor.rgb; \n"
" vec3 emissive = texture(lovrEmissiveTexture, uv).rgb * lovrEmissiveColor.rgb; \n"
" float occlusion = texture(lovrOcclusionTexture, uv).r; \n"
" float metalness = texture(lovrMetalnessTexture, uv).b * lovrMetalness; \n"
