anchor.diff:    FlagColorUniform:=glGetUniformLocation(DefaultProgram, PChar('flagColor'));
     BitmapUniform:=glGetUniformLocation(DefaultProgram, PChar('bitmap'));
   
  +  FCoordAttribLocation:=glGetAttribLocation(DefaultProgram, PChar('coords'));
  +  FUVAttribLocation:=glGetAttribLocation(DefaultProgram, PChar('uv'));
  +
     CheckGLErrors('default shader get uniforms');
   
     SetupCoordsBuffer;
  
positive.code:   glBindVertexArray(SpriteVAO);
  
    glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.CoordsBuffer);
    glVertexAttribPointer(COORDS_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
  
    glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.MirroredUVBuffer);
    glVertexAttribPointer(UV_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
  
    glBindBuffer(GL_ARRAY_BUFFER, 0);
  
  
negative.code:   end;
  
  const
    //SHADER_VERSION =  '#version 130'#13#10;
    SHADER_VERSION =  '#version 330 core'#13#10;
  
    VERTEX_DEFAULT_SHADER =
    SHADER_VERSION+
    'uniform mat4 projMatrix;'#13#10+
    'uniform mat4 translateMatrix;'#13#10+
  
    'in vec2 coords;'#13#10+
    'in vec2 uv;'#13#10+
  
    'out vec2 UV;'#13#10+
    'void main(){'+
      'UV = uv;'+
  