anchor.diff:  
               // setup shader
               OpenGL.Gl.UseProgram env.Shader
  -            OpenGL.Gl.UniformMatrix4f (env.ViewProjectionUniform, 1, false, if env.State.Absolute then env.ViewProjectionAbsolute else env.ViewProjectionRelative)
               OpenGL.Gl.Uniform4 (env.PerimetersUniform, env.Perimeters)
               OpenGL.Gl.Uniform4 (env.TexCoordsesUniform, env.TexCoordses)
               OpenGL.Gl.Uniform2 (env.PivotsUniform, env.Pivots)
               OpenGL.Gl.Uniform1 (env.RotationsUniform, env.Rotations)
               OpenGL.Gl.Uniform4 (env.ColorsUniform, env.Colors)
  +            OpenGL.Gl.UniformMatrix4f (env.ViewProjectionUniform, 1, false, if env.State.Absolute then env.ViewProjectionAbsolute else env.ViewProjectionRelative)
               OpenGL.Gl.Uniform1i (env.TexUniform, 1, 0)
               OpenGL.Gl.ActiveTexture OpenGL.TextureUnit.Texture0
               OpenGL.Gl.BindTexture (OpenGL.TextureTarget.Texture2d, env.State.Texture)
  
positive.code:         let samplerVertexShaderStr =
              [Constants.Render.GlslVersionPragma
               "#define VERTS 6"
               "uniform mat4 viewProjection;"
               "uniform vec4 perimeters[" + string Constants.Render.SpriteBatchSize + "];"
               "uniform vec2 pivots[" + string Constants.Render.SpriteBatchSize + "];"
               "uniform float rotations[" + string Constants.Render.SpriteBatchSize + "];"
               "uniform vec4 texCoordses[" + string Constants.Render.SpriteBatchSize + "];"
               "uniform vec4 colors[" + string Constants.Render.SpriteBatchSize + "];"
               "out vec2 texCoords;"
               "out vec4 color;"
               ""
  
negative.code:             { mutable SpriteIndex : int
                mutable ViewProjectionAbsolute : Matrix4x4
                mutable ViewProjectionRelative : Matrix4x4
                PerimetersUniform : int
                TexCoordsesUniform : int
                PivotsUniform : int
                RotationsUniform : int
                ColorsUniform : int
                ViewProjectionUniform : int
                TexUniform : int
                Shader : uint
                Perimeters : single array
  