text: "use strict";  
  
  function SpriteShader(vertexShaderPath, fragmentShaderPath) {
      TextureShader.call(this, vertexShaderPath, fragmentShaderPath);  
  
      this.mTexCoordBuffer = null; 
  
      let initTexCoord = [
          1.0, 1.0,
          0.0, 1.0,
          1.0, 0.0,
          0.0, 0.0
      ];
  
      let gl = engine.graphics.gl;
      this.mTexCoordBuffer = gl.createBuffer();
  
      gl.bindBuffer(gl.ARRAY_BUFFER, this.mTexCoordBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(initTexCoord), gl.DYNAMIC_DRAW);
  }
  
  engine.core.inheritPrototype(SpriteShader, TextureShader);
  
  SpriteShader.prototype.activateShader = function (pixelColor, aCamera) {
      SimpleShader.prototype.activateShader.call(this, pixelColor, aCamera);
  
      let gl = engine.graphics.gl;
      gl.bindBuffer(gl.ARRAY_BUFFER, this.mTexCoordBuffer);
      gl.vertexAttribPointer(this.mShaderTextureCoordAttribute,
              2,
              gl.FLOAT,
              false,
              0,
              0);
      gl.enableVertexAttribArray(this.mShaderTextureCoordAttribute);
  };
  
  SpriteShader.prototype.setTextureCoordinate = function (texCoord) {
      let gl = engine.graphics.gl;
      gl.bindBuffer(gl.ARRAY_BUFFER, this.mTexCoordBuffer);
      gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(texCoord));
  };
  
  SpriteShader.prototype.cleanUp = function () {
      let gl = engine.graphics.gl;
      gl.deleteBuffer(this.mTexCoordBuffer);
      SimpleShader.prototype.cleanUp.call(this);
  };
  
  
  SpriteShader.prototype.setLights = function (l) { };
  
  SpriteShader.prototype.setMaterialAndCameraPos = function(m, p) { };
  
  
  