From e64644e0aff9257dab923bf02e744e17320751c8 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Tristan=20Dani=C3=ABl=20Maat?= <tm@tlater.net>
Date: Fri, 12 Aug 2022 22:59:26 +0100
Subject: [PATCH] Fix colors

---
 src/music/features/visualizer/shaders/vertices.glsl | 13 ++++++++-----
 1 file changed, 8 insertions(+), 5 deletions(-)

diff --git a/src/music/features/visualizer/shaders/vertices.glsl b/src/music/features/visualizer/shaders/vertices.glsl
index d6a3a7e..b1c947c 100644
--- a/src/music/features/visualizer/shaders/vertices.glsl
+++ b/src/music/features/visualizer/shaders/vertices.glsl
@@ -1,11 +1,11 @@
 #version 300 es
-//VERTEX SHADER
+// VERTEX SHADER
 //
-// Takes vertices of a unit cube, scales them up along Y according to
-// aHeight, and colors them with basic diffuse shading.
+//  Takes vertices of a unit cube, scales them up along Y according to
+//  aHeight, and colors them with basic diffuse shading.
 
 #define CLEAR_COLOR vec4(0.0, 0.0, 0.0, 1.0)
-#define BASE_COLOR vec4(1.0, 1.0, 1.0, 1.0)
+#define BASE_COLOR vec3(0.6, 0.819607843137, 0.807843137255)
 #define AMBIENT_LIGHT vec3(0.3, 0.3, 0.3)
 #define LIGHT_DIRECTION normalize(vec3(0.85, 0.8, 0.75))
 #define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
@@ -44,6 +44,9 @@ void main() {
     vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
     float directionalLight =
         max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
-    vColor = vec4(directionalLight * LIGHT_COLOR + AMBIENT_LIGHT, 1.0);
+    vec3 appliedColor =
+        BASE_COLOR * (directionalLight * LIGHT_COLOR + AMBIENT_LIGHT);
+
+    vColor = vec4(appliedColor.rgb, 1.0);
   }
 }