Add support for rendering tinted artwork.
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@@ -26,6 +26,7 @@ varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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varying vec4 vTint;
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uniform vec2 Texture0Size;
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uniform vec2 Texture1Size;
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@@ -46,6 +47,7 @@ in vec2 vTexSampler;
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in vec4 vColorFraction;
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in vec4 vRGBAFraction;
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in vec4 vPalettedFraction;
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in vec4 vTint;
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out vec4 fragColor;
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#endif
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@@ -227,8 +229,8 @@ void main()
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}
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else
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#if __VERSION__ == 120
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gl_FragColor = c;
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gl_FragColor = c * vTint;
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#else
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fragColor = c;
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fragColor = c * vTint;
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#endif
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}
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@@ -7,6 +7,7 @@ uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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attribute vec3 aVertexTint;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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@@ -17,10 +18,12 @@ varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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varying vec4 vTint;
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#else
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in vec4 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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in vec3 aVertexTint;
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out vec4 vTexCoord;
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out vec2 vTexMetadata;
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@@ -31,6 +34,7 @@ out vec2 vTexSampler;
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out vec4 vColorFraction;
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out vec4 vRGBAFraction;
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out vec4 vPalettedFraction;
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out vec4 vTint;
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#endif
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vec4 UnpackChannelAttributes(float x)
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@@ -123,4 +127,5 @@ void main()
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vPalettedFraction = SelectPalettedFraction(attrib.s);
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vDepthMask = SelectChannelMask(attrib.t);
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vTexSampler = attrib.pq;
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vTint = vec4(aVertexTint, 1.0);
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}
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@@ -7,6 +7,7 @@ uniform mat4 TransformMatrix;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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attribute vec3 aVertexTint;
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vNormalsMask;
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@@ -14,6 +15,7 @@ varying vec4 vNormalsMask;
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in vec4 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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in vec3 aVertexTint;
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out vec4 vTexCoord;
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out vec4 vChannelMask;
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out vec4 vNormalsMask;
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