out vec4 frag_color;
void main()
{
- vec3 color = texture(tex, texcoord);
+ vec3 color = texture(tex, texcoord).rgb;
color *= tint;
color *= light;
color += ambient;
in float light;
void main()
{
- vec3 color = texture(tex, _vs_out_texcoord);
+ vec3 color = texture(tex, _vs_out_texcoord).rgb;
color *= tint;
color *= light;
color += ambient;