@block vert uniform vec4 mixcolor; uniform vec4 emissive; uniform vec4 rect; uniform vec2 offset; uniform vec2 diffuse_size; void vert() { pos *= vec3(diffuse_size * rect.zw,1); uv = (uv*rect.zw)+rect.xy; } @end @block frag uniform vec4 shade; void frag() { color = texture(sampler2D(diffuse,smp), uv); if (color.a < 0.1) discard; color *= shade; } @end #include