#blend mix
#depth off
#primitive triangle
#cull none
@vs vs
in vec3 a_pos;
uniform mat4 vp;
uniform mat4 model;
void main() {
gl_Position = vp * model * vec4(a_pos, 1);
}
@end
@fs fs
uniform vec4 shade;
out vec4 color;
color = shade;
@program sprite vs fs