anchor.diff:    '}';
   
     FRAGMENT_DEFAULT_SHADER =
  -  '#version 330 core'#13#10+
  +  SHADER_VERSION+
     '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;'+
  
positive.code:   end;
  
  const
    VERTEX_DEFAULT_SHADER =
    '#version 330 core'#13#10+
    'uniform mat4 projMatrix;'#13#10+
    'in vec2 coords;'#13#10+
    'in vec2 uv;'#13#10+
    'out vec2 UV;'#13#10+
    'void main(){'+
      'UV = uv;'+
  
negative.code:     glBindVertexArray(SpriteVAO[i]);
  
      glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.CoordsBuffer);
      glVertexAttribPointer(COORDS_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
  
      glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.MirroredUVBuffers[i]);
      glVertexAttribPointer(UV_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
  
      glBindBuffer(GL_ARRAY_BUFFER, 0);
  
  