anchor.diff:     glGenVertexArrays(1,@RectVAO);
      glBindVertexArray(RectVAO);
   
  -   glVertexAttribPointer(GlobalContextState.DefaultCoordsAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
  +   glVertexAttribPointer(COORDS_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
      glBindVertexArray(0);
   end;
   
  
positive.code: procedure TLocalState.StopDrawing;
  begin
    glBindVertexArray(0);
    glDisableVertexAttribArray(GlobalContextState.DefaultCoordsAttrib);
    glDisableVertexAttribArray(GlobalContextState.UVAttrib);
  end;
  
  procedure TLocalState.StartDrawingRects;
  begin
    glBindVertexArray(RectVAO);
    glEnableVertexAttribArray(GlobalContextState.DefaultCoordsAttrib);
    glDisableVertexAttribArray(GlobalContextState.UVAttrib);
  end;
  
  procedure TLocalState.StartDrawingSprites;
  
negative.code:     DefaultFragmentColorUniform: GLint;
  
      DefaultProjMatrixUniform: GLint;
  
      UseTextureUniform: GLint;
      UsePaletteUniform: GLint;
      UseFlagUniform: GLint;
  