Success!
If anyone else would like to add team-colors or tintable textures with lighting, here’s what I did:
I coped the Lighting.j3md, as well as the accompanying Lighting.frag and Lighting.vert files (to assets/MatDefs
dir) and added two parameters:
//the texture within which the alpha component determines the amount of tint on that area.
Texture2D TintMap
//what color to use as the tint color
Color TintColor
I also added them to the Defines section, and then I do this in the fragment shader, on line 174:
#ifdef DIFFUSEMAP
vec4 diffuseColor = texture2D(m_DiffuseMap, newTexCoord);
//are we using a TINTMAP alpha value to tint this with a TintColor?
#ifdef TINTMAP
vec4 tintColor = texture2D(m_TintMap, newTexCoord);
//invert the tintColor alpha
float tintAmount = 1.0 - tintColor.a;
//get tint amount
vec4 tint = m_TintColor;
tint.r *= tintAmount;
tint.g *= tintAmount;
tint.b *= tintAmount;
diffuseColor.r = mix(diffuseColor.r, tint.r, tintAmount);
diffuseColor.g = mix(diffuseColor.g, tint.g, tintAmount);
diffuseColor.b = mix(diffuseColor.b, tint.b, tintAmount);
#endif
#else
vec4 diffuseColor = vec4(1.0);
#endif