Well, I got it all figured out, and I didn't need to mess around with 
sprites or the text module!

When text is created, it's rendered using the alpha channel only, with 
color supplied as the default texture color. So I rewrote my shader to 
detect when that was the case, and to simply use the texture color when 
needed instead of the fragment color.

I'll post more detailed code later -- it won't be pretty, as this is my 
first attempt at creating a shader -- but I think you'll get the idea.

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