You don't need this module, unless you want to write your own vertex or fragment shader and a shader from here already provides one half.
Or if you're using WebGL directly.
A simple shader that passes the texture coordinates along for the fragment shader. Can be generally used if the fragment shader needs to display texture(s).
A shader that scrolls it's texture when the camera moves, but at not at the same speed. Good for background images.
Display a tiled texture. TileWH specifies how many times the texture should be tiled.
A shader to render spritesheet animations. It assumes that the animation frames are in one horizontal line
Same as the shader above, but controlled via frame number instead of time
A very simple shader, coloring the whole area in a single color
A fragment Shader for rendering a single colored circle
A fragment Shader for rendering a transparent circle with a colored border
Creates a transformation matrix usually used in the fragment shader.
makeTransform ( x, y, z ) rotation ( w, h ) ( px, py )
The most basic shader, renders a basic shape. Since it doesn't even pass along the texture coordinates, it's only use is to create a colored shape.