anchor.diff:  (ql:quickload :clinch)
  +
  +;; Load the clinch freeimage plugin to load a file
  +;; I could have clinch-cairo too, since it has create-texture-from-png,
  +;; and I'm using a png file.
   (ql:quickload :clinch-freeimage)
   
  +;; Var to hold the square entityl
   (defparameter *quad-mesh*  nil)
  -(defparameter *texture-shader* nil)
  +
  +;; var to hold the texture;
   (defparameter *texture* nil)
  +
  +;; var to hold the node.
   (defparameter *node* nil)
  +
  +;; var to hold the projection matrix
   (defparameter *projection* nil)
   
  +;; var to hold the shader-program.
  +;; It's simple because it only puts paints 
  +;; the texture and nothing else.
   (defparameter *simple-texture-shader* nil)
   
  +;; Creates the texture. 
  +;; In a real program, I would load these 
  +;; from a file.
  +;; You can see this when it's running 
  +;; using (clinch:pullg *simple-texture-shader*)
  +;; It will also show the input variables.
   (defun make-simple-texture-shader ()
     (or *simple-texture-shader*
         (setf *simple-texture-shader*
  
positive.code: 									     0.0   0.0
  									     1.0   0.0
  									     1.0   1.0)))))
  		       :uniforms `(("M" . :model)
  				   ("P" . :projection)
  				   ("ambientTexture" . :place-holder)
  				   ("ambientLight" . (.2 .2 .2))
  				   ("lightIntensity" . (.8 .8 .8))
  				   ("lightDirection" . (0.5772705 0.5772705 0.5772705)))))
  
    (make-simple-texture-shader)
    (setf *texture*
  	(clinch::create-texture-from-file 
  	 (concatenate 'string 
  		      (directory-namestring
  		       (asdf:system-relative-pathname :clinch "clinch.asd"))
  		      "examples/Tutorial05/lambda.png")))
  		       
    
    (setf (clinch:shader-program *quad-mesh*) *simple-texture-shader*)
    (setf (clinch:uniform *quad-mesh* "ambientTexture") (lambda () *texture*))
    (setf *node* (make-instance 'clinch:node :children (list *quad-mesh*)))
    (clinch:translate *node* (clinch:v! 0 0 -2)))
  
  
  
negative.code: in vec3 v;
  in vec2 tc1;
  out vec2 v_tc1;
  
  void main() {
       gl_Position = P * M * vec4(v, 1);
       v_tc1 = vec2(tc1.x, -tc1.y);
   }")
  	      
  	      ;; String for the Fragment Shader
  	      ;;   t1    is the texture sampler
  