diff --git a/src/mesh/webgl/MeshRenderer.js b/src/mesh/webgl/MeshRenderer.js index 4cd5d52..f6c769b 100644 --- a/src/mesh/webgl/MeshRenderer.js +++ b/src/mesh/webgl/MeshRenderer.js @@ -119,7 +119,7 @@ } glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); - glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh._tintRgb, + glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, texture.baseTexture.premultiplyAlpha); const drawMode = mesh.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; diff --git a/src/mesh/webgl/MeshRenderer.js b/src/mesh/webgl/MeshRenderer.js index 4cd5d52..f6c769b 100644 --- a/src/mesh/webgl/MeshRenderer.js +++ b/src/mesh/webgl/MeshRenderer.js @@ -119,7 +119,7 @@ } glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); - glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh._tintRgb, + glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, texture.baseTexture.premultiplyAlpha); const drawMode = mesh.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; diff --git a/src/particles/webgl/ParticleRenderer.js b/src/particles/webgl/ParticleRenderer.js index a71d397..ce560f0 100644 --- a/src/particles/webgl/ParticleRenderer.js +++ b/src/particles/webgl/ParticleRenderer.js @@ -155,7 +155,7 @@ this.shader.uniforms.projectionMatrix = m.toArray(true); - this.shader.uniforms.uColor = core.utils.premultiplyRgba(container._tintRgb, + this.shader.uniforms.uColor = core.utils.premultiplyRgba(container.tintRgb, container.worldAlpha, baseTexture.premultiplyAlpha); // make sure the texture is bound..