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Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...).
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@@ -414,6 +414,7 @@ typedef struct Material {
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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Color colTint; // Tint color
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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