anchor.diff:  
     DefaultFragmentColorUniform:= glGetUniformLocation(DefaultProgram, PChar('fragmentColor'));
   
  -
     DefaultProjMatrixUniform := glGetUniformLocation(DefaultProgram, PChar('projMatrix'));
  -  DefaultCoordsAttrib := glGetAttribLocation(DefaultProgram, PChar('coords'));
  -  UVAttrib:=glGetAttribLocation(DefaultProgram, PChar('uv'));
   
     UseFlagUniform:=glGetUniformLocation(DefaultProgram, PChar('useFlag'));
     UsePaletteUniform:=glGetUniformLocation(DefaultProgram, PChar('usePalette'));
  
positive.code:   glBindVertexArray(CurrentContextState.SpriteVAO[mir]);
  
  
    glEnableVertexAttribArray(GlobalContextState.DefaultCoordsAttrib);
    glEnableVertexAttribArray(GlobalContextState.UVAttrib);
    glDrawArrays(GL_TRIANGLES,0,6);
    glDisableVertexAttribArray(GlobalContextState.UVAttrib);
    glDisableVertexAttribArray(GlobalContextState.DefaultCoordsAttrib);
  
    glBindVertexArray(0);
  
  
negative.code:     DefaultFragmentColorUniform: GLint;
  
      DefaultProjMatrixUniform: GLint;
  
      UseTextureUniform: GLint;
      UsePaletteUniform: GLint;
      UseFlagUniform: GLint;
  