+SHADER_DEFINE( shader_sprite,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // quad mesh
+ "layout (location=1) in vec4 ins_uv;" // instanced data (uv)
+ "layout (location=2) in vec3 ins_pos;" // position + scale
+ ""
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 vertex_world = ins_uv.zw * a_co * ins_pos.z + ins_pos.xy;"
+ "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
+ "aTexCoords = ins_uv.xy + (a_co+0.5)*ins_uv.zw;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
+ "FragColor = glyph;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexMain", "uColour" })
+)
+