anchor.diff:  
       procedure UseNoPaletteShader();
       procedure UsePaletteFlagShader();
  -    //procedure UseFlagShader();
   
       procedure SetFlagColor(FlagColor: TRBGAColor);
       procedure SetFragmentColor(AColor: TRBGAColor);
  
positive.code:    // glBindVertexArray(ShaderContext.CoordsArray);
      glBindBuffer(GL_ARRAY_BUFFER,ShaderContext.CoordsBuffer);
      glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data),@vertex_data,GL_STREAM_DRAW);
      glBindBuffer(GL_ARRAY_BUFFER,ShaderContext.UVBuffer);
      glBufferData(GL_ARRAY_BUFFER, sizeof(uv_data),@uv_data,GL_STREAM_DRAW);
      glEnableVertexAttribArray(ShaderContext.DefaultCoordsAttrib);
      glEnableVertexAttribArray(ShaderContext.UVAttrib);
      glVertexAttribPointer(ShaderContext.DefaultCoordsAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
      glVertexAttribPointer(ShaderContext.UVAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
  
      glDrawArrays(GL_TRIANGLES,0,2);
  
negative.code:           '}'+
            'else'+
            '{' +
            //    'return texture2DRect(bitmap,UV);'+ //???
            '}'+
        '}'+
         'return inColor;'+
  