Add support for rendering tinted artwork.
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@@ -16,17 +16,34 @@ namespace OpenRA.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public readonly float X, Y, Z, S, T, U, V, P, C;
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// 3d position
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public readonly float X, Y, Z;
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// Primary and secondary texture coordinates or RGBA color
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public readonly float S, T, U, V;
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// Palette and channel flags
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public readonly float P, C;
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// Color tint
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public readonly float R, G, B;
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public Vertex(float3 xyz, float s, float t, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c) { }
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, float3.Ones) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c)
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public Vertex(float3 xyz, float s, float t, float u, float v, float p, float c, float3 tint)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float3 tint)
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: this(x, y, z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float r, float g, float b)
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{
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X = x; Y = y; Z = z;
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S = s; T = t;
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U = u; V = v;
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P = p; C = c;
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R = r; G = g; B = b;
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}
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}
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}
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