anchor.diff:      glEnableVertexAttribArray(ShaderContext.DefaultCoordsAttrib);
       glVertexAttribPointer(ShaderContext.DefaultCoordsAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
   
  -    glBindBuffer(GL_ARRAY_BUFFER,ShaderContext.UVBuffer);
  -    glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(uv_data),@uv_data);
  +
  +    BufferHandle:=ShaderContext.MirroredUVBuffers[mir];
  +
  +    glBindBuffer(GL_ARRAY_BUFFER,BufferHandle);
  +
       glEnableVertexAttribArray(ShaderContext.UVAttrib);
       glVertexAttribPointer(ShaderContext.UVAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
   
  
positive.code:     FlagColorUniform: GLint;
  
      CoordsBuffer, {CoordsArray,} UVBuffer: GLuint;
    public
      destructor Destroy; override;
      procedure Init;
  
negative.code: 
  
    glGenBuffers(1,@CoordsBuffer);
   // glBindVertexArray(CoordsArray);
  
    glBindBuffer(GL_ARRAY_BUFFER,ShaderContext.CoordsBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(DEFAULT_BUFFER),@DEFAULT_BUFFER,GL_STREAM_DRAW);
  
  
    SetupUVBuffer;
    CheckGLErrors('VBO');
  
    //glUseProgram(DefaultProgram);
  