One variant — a sprite always samples and never carries per-vertex colour
(§55; batch.ts records the same two facts as planner invariants) — so
unlike unlitShaderSource this is a constant. The vertex stage reads the
authored uv stream at UV_SHADER_LOCATION; Sprite.frame writes
those values onto the geometry.
The depth remap is wgpu-unlit.ts's, applied here for the same reason and
with the same one multiply-add.
The sprite WGSL module.
One variant — a sprite always samples and never carries per-vertex colour (§55;
batch.tsrecords the same two facts as planner invariants) — so unlikeunlitShaderSourcethis is a constant. The vertex stage reads the authored uv stream at UV_SHADER_LOCATION;Sprite.framewrites those values onto the geometry.The depth remap is
wgpu-unlit.ts's, applied here for the same reason and with the same one multiply-add.