anchor.diff:  (ql:quickload :clinch)
  +
  +;; GLFL for windowing and I/O
   (ql:quickload :cl-glfw)
   
  +;; String for the Vertex Shader
  +;;   t1    is the texture sampler
  +;;   tc1   are the texture coordinates
  +;;   v_tc1 is the texture coordinates passed to fragment shader
   (setf vert-source
         "
   #version 120
  
positive.code: 						1.0 0.0)))
  
  	 ;; Create entity (the actual thing that gets drawn on screen)
  	 (setf box (make-instance 'clinch:entity
  				  :parent *node2*
  				  :indexes indexes
  
negative.code:       (*node2*)
        (rot (coerce (* 2 pi (/ 1 360)) 'single-float)))
  
    ;; On Keypress map the texture's raw data, convert it to a cairo surface and context, then clear and draw an X on it.
    (defun window-key-press (key action)
      (clinch::with-mapped-buffer (bits texture)
        (let* ((surf (cairo:create-image-surface-for-data bits :argb32 (car texture-size) (cdr texture-size) (* 4 (car texture-size)))))
  