Changed color values from floats to glm::vec4
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@@ -4,6 +4,7 @@ uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform vec4 DiffuseColor;
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uniform vec2 ScreenDimensions;
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uniform sampler2D texture0;
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@@ -129,7 +130,7 @@ void main()
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totalLighting.Specular += result.Specular;
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}
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fragmentColor += (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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