/// <summary>
        /// Draw the wing slot backgrounds.
        /// </summary>
        private void Slot_DrawBackground(UIObject sender, SpriteBatch spriteBatch)
        {
            UIItemSlot slot = (UIItemSlot)sender;

            if (ShouldDrawSlots())
            {
                slot.OnDrawBackground(spriteBatch);

                if (slot.Item.stack == 0)
                {
                    Texture2D tex      = mod.GetTexture(WingSlot.WingSlotBackTex);
                    Vector2   origin   = tex.Size() / 2f * Main.inventoryScale;
                    Vector2   position = slot.Rectangle.TopLeft();

                    spriteBatch.Draw(
                        tex,
                        position + (slot.Rectangle.Size() / 2f) - (origin / 2f),
                        null,
                        Color.White * 0.35f,
                        0f,
                        origin,
                        Main.inventoryScale,
                        SpriteEffects.None,
                        0f); // layer depth 0 = front
                }
            }
        }
        /// <summary>
        /// Draw the wing dye slot background.
        /// </summary>
        private void WingDyeSlot_DrawBackground(UIObject sender, SpriteBatch spriteBatch)
        {
            UIItemSlot slot = (UIItemSlot)sender;

            if (ShouldDrawSlots())
            {
                slot.OnDrawBackground(spriteBatch);

                if (slot.Item.stack == 0)
                {
                    Texture2D tex       = Main.extraTexture[54];
                    Rectangle rectangle = tex.Frame(3, 6, 1 % 3, 1 / 3);
                    rectangle.Width  -= 2;
                    rectangle.Height -= 2;
                    Vector2 origin   = rectangle.Size() / 2f * Main.inventoryScale;
                    Vector2 position = slot.Rectangle.TopLeft();

                    spriteBatch.Draw(
                        tex,
                        position + (slot.Rectangle.Size() / 2f) - (origin / 2f),
                        new Rectangle?(rectangle),
                        Color.White * 0.35f,
                        0f,
                        origin,
                        Main.inventoryScale,
                        SpriteEffects.None,
                        0f); // layer depth 0 = front
                }
            }
        }