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Instead of using the "tint" shader uniform (since it breaks batches), we should be able to pass that into the vertex generation function, and use the vertex color instead.
The text was updated successfully, but these errors were encountered:
Instead of using the "tint" shader uniform (since it breaks batches), we should be able to pass that into the vertex generation function, and use the vertex color instead.
The text was updated successfully, but these errors were encountered: