Hey I currently have a system in OpenGL that uses glBlendFunc
for bleding diffrent shaders but I would like to do something like this
fragColor = currentColor * lightAmount;
I tried to use gl_Color
but its depricated and my engine will not let me use it.
According to this document there is no built-in access for the fragment color in the fragment shader. What you could do is render your previous passes in another textures, send those textures to the GPU (as uniforms) and do the blending in your last pass.