I'm trying to procedurally render an actor's sprite (color would depend on the player's actions), and I tried to define a Sprite shader and define a uniform so I can set the value in my actor's code every tick, but I noticed it wasn't working and the API was a little weird for that. I thought I had to define one shader per frame of my sprite so I could use the shader's name depending on the current actor's frame, but obviously that didn't work so I took a look at the source code and noticed that uniforms only get parsed when it's a PostProcess shader.
I know a little bit about graphics programming and know that there's probably some batching involved when rendering the actors, so adding the possibility of defining uniforms per-actor could be very difficult or drastically reduce rendering performance. But I just need to confirm if it isn't possible at all atm, and is there some plans to do this in the foreseeable future? For my specific use-case I could work with setting the uniforms 1 time per frame but NOT per actor, I think that would be simpler to add, right?
Also, now that I'm thinking... I think I could work with a post-process shader but I would need to calculate the screen position of the actor, and I didn't see any projection/view matrix listed on the uniforms in the GLDEFS wiki page.
Anyways, if any of you had to do this at some point and came up with a work-around please tell me, thanks!

(Sorry if my english is bad)
