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Cell-list render in gfx_sprite_composite_range was passing WHITE as
the DrawTexturePro tint, so STAMP-based renders ignored the slot's
mod_a / mod_r / mod_g / mod_b. SPRITE DRAW already read the mods
correctly; STAMP did not.
The shadow pattern (load duplicate slot, SPRITEMODULATE alpha+black,
stamp at an offset) only worked for the player (drawn via DRAW) —
multi-instance enemy ship shadows came out fully opaque. Read the
slot's mod under the sprite mutex once per cell and pass as the
tint; cost is one extra mutex per cell, negligible at the cell
counts we run.
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