anchor.diff:    vertex_data[9] := x;   vertex_data[10] := y+h;
     vertex_data[11] := x;  vertex_data[12] := y;
   
  -  u := ASprite.Width;
  -  v := ASprite.Height;
  +  u := 1;
  +  v := 1;
   
     case mir of
       0:begin
  
positive.code: procedure BindUncompressedPaletted(ATextureId: GLuint; w, h: Int32;
    ARawImage: Pointer);
  begin
    glBindTexture(GL_TEXTURE_RECTANGLE, ATextureId);
  
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_REPEAT);
  
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  
    //glTexImage2D(GL_TEXTURE_RECTANGLE, 0,GL_LUMINANCE,w,h,0,GL_RED, GL_UNSIGNED_BYTE, ARawImage);
  
    glTexImage2D(GL_TEXTURE_RECTANGLE, 0,GL_R8UI,w,h,0,GL_RED_INTEGER, GL_UNSIGNED_BYTE, ARawImage);
  
     CheckGLErrors('Bind paletted');
  end;
  
negative.code:   '#version 330 core'#13#10+
    'const vec4 eps = vec4(0.009, 0.009, 0.009, 0.009);'+
    'const vec4 maskColor = vec4(1.0, 1.0, 0.0, 0.0);'+
    'uniform usampler2D bitmap;'+
    'uniform sampler1D palette;'+
    'uniform int useTexture = 0;'+
    'uniform int usePalette = 0;'+
  