anchor.diff:    VERTEX_DEFAULT_SHADER =
     SHADER_VERSION+
     'uniform mat4 projMatrix;'#13#10+
  +  'uniform mat4 translateMatrix;'#13#10+
     'layout(location = 1) in vec2 coords;'#13#10+
     'layout(location = 2) in vec2 uv;'#13#10+
     'out vec2 UV;'#13#10+
     'void main(){'+
       'UV = uv;'+
  -  	'gl_Position = projMatrix * vec4(coords,0.0,1.0);'#13#10+
  +  	'gl_Position = projMatrix * translateMatrix * vec4(coords,0.0,1.0);'#13#10+
     '}';
   
     FRAGMENT_DEFAULT_SHADER =
  
positive.code:   m.data[2,3] := - 1;
  
    SetProjection(m);
  end;
  
  procedure TLocalState.SetupSpriteVAO;
  
negative.code:   glBindVertexArray(0);
    glDisableVertexAttribArray(COORDS_ATTRIB_LOCATION);
    glDisableVertexAttribArray(UV_ATTRIB_LOCATION);
    SetTranslation(0,0);
  end;
  
  procedure TLocalState.StartDrawingRects;
  