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    Variable SPRITE_SHADER_SOURCEConst

    SPRITE_SHADER_SOURCE: string = ...

    The sprite WGSL module.

    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.