anchor.diff:  
           // grab uniform locations
           let viewProjectionUniform = OpenGL.Gl.GetUniformLocation (shader, "viewProjection")
  -        let positionsUniform = OpenGL.Gl.GetUniformLocation (shader, "positions")
  +        let perimetersUniform = OpenGL.Gl.GetUniformLocation (shader, "perimeters")
  +        let centersUniform = OpenGL.Gl.GetUniformLocation (shader, "centers")
  +        let rotationsUniform = OpenGL.Gl.GetUniformLocation (shader, "rotations")
           let texCoordsesUniform = OpenGL.Gl.GetUniformLocation (shader, "texCoordses")
           let colorsUniform = OpenGL.Gl.GetUniformLocation (shader, "colors")
           let texUniform = OpenGL.Gl.GetUniformLocation (shader, "tex")
           OpenGL.Hl.Assert ()
   
           // fin
  -        (viewProjectionUniform, positionsUniform, texCoordsesUniform, colorsUniform, texUniform, shader)
  +        (viewProjectionUniform, perimetersUniform, centersUniform, rotationsUniform, texCoordsesUniform, colorsUniform, texUniform, shader)
   
       let private BeginBatch state env =
           env.State <- state
  
positive.code:         OpenGL.Hl.Assert (fn ())
          BeginBatch state env
  
      let inline private PopulatePosition vertexId (position : Vector2) env =
          let positionOffset = env.SpriteIndex * 6 * 2 + vertexId * 2
          env.Positions.[positionOffset] <- position.X
          env.Positions.[positionOffset + 1] <- position.Y
  
      let inline private PopulateTexCoordsAndColor (texCoords : Box2) (color : Color) env =
          let texCoordsOffset = env.SpriteIndex * 4
          env.TexCoordses.[texCoordsOffset] <- texCoords.Position.X
          env.TexCoordses.[texCoordsOffset + 1] <- texCoords.Position.Y
  
negative.code:               mutable ViewProjectionAbsolute : Matrix4x4
                mutable ViewProjectionRelative : Matrix4x4
                ViewProjectionUniform : int
                PerimetersUniform : int
                TexCoordsesUniform : int
                CentersUniform : int
                RotationsUniform : int
                ColorsUniform : int
                TexUniform : int
                Shader : uint
                Perimeters : single array
                Centers : single array
                Rotations : single array
                TexCoordses : single array
                Colors : single array
                Vao : uint
  