anchor.diff:  
   	uv = (uv - 0.5) / textureResolution;
   
  -	vec3 color = texture2D(texture, uv).xyz;
  -
  +	vec3 color = texture(textureSampler, uv).xyz;
  +	
   	vec4 fragColor = vec4(color, 1.0);
   
   	return fragColor;
  
positive.code: 
  void main()
  {
  	outputColor = imageFilter(fragCoords);
  }
negative.code: #version 330
  in vec3 fragColor;
  in vec2 UV;
  
  uniform sampler2D textureSampler;
  uniform vec2 viewPortResolution;
  uniform vec2 textureResolution;
  
  out vec4 outputColor;
  
  
  vec4 imageFilter(vec2 test)
  {
  	
  	vec2 uv = test.xy * textureResolution * 1.0 + 0.5;
  
  	vec2 iuv = floor(uv);
  	vec2 fuv = fract(uv);
  