@vs vs in vec3 a_pos; in vec2 a_uv; out vec2 uv; #define PI 3.141592 vec3 pos; uniform mat4 projection; uniform mat4 view; uniform mat4 vp; uniform mat4 model; @include_block vert void main() { pos = a_pos; uv = a_uv; vert(); gl_Position = vp * model * vec4(pos, 1.0); } @end @fs fs in vec2 uv; out vec4 color; #define PI 3.141592 texture2D diffuse; sampler smp; @include_block frag void main() { frag(); } @end @program sprite vs fs