+SHADER_DEFINE( shader_sprite,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // quad mesh
+ "uniform vec4 uUv;"
+ "uniform vec3 uPos;"
+ ""
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
+ "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
+ "aTexCoords = uUv.xy + a_co*uUv.zw;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = texture_sample;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
+)
+