anchor.diff:    DefaultCoordsAttrib := glGetAttribLocation(DefaultProgram, PChar('coords'));
     UVAttrib:=glGetAttribLocation(DefaultProgram, PChar('uv'));
   
  -  //UseFlagUniform:=glGetUniformLocation(DefaultProgram, PChar('useFlag'));
  -  //UsePaletteUniform:=glGetUniformLocation(DefaultProgram, PChar('usePalette'));
  +  UseFlagUniform:=glGetUniformLocation(DefaultProgram, PChar('useFlag'));
  +  UsePaletteUniform:=glGetUniformLocation(DefaultProgram, PChar('usePalette'));
     UseTextureUniform:=glGetUniformLocation(DefaultProgram, PChar('useTexture'));
   
     PaletteUniform:=glGetUniformLocation(DefaultProgram, PChar('palette'));
  
positive.code:        DEFAULT_BUFFER:packed array[1..12] of GLfloat = (0,0,0,0,0,0, 0,0,0,0,0,0);
    private
      FCurrentProgram: GLuint;
  
  
    private
      //PaletteFlagProgram: GLint;
      //PalettePaletteUniform: GLint;
      //PaletteBitmapUniform: GLint;
      //PaletteFlagColorUniform: GLint;
      //
      //PaletteProgram: GLuint;
  
      DefaultProgram: GLuint;
      DefaultFragmentColorUniform: GLint;
  
negative.code:   'uniform usampler2DRect bitmap;'+
    'uniform sampler1D palette;'+
    'uniform int useTexture = 0;'+
    'uniform int usePalette = 0;'+
    'uniform int useFlag = 0;'+
    'uniform vec4 flagColor;'+
    'uniform vec4 fragmentColor;'#13#10+
    'in vec2 UV;'#13#10+
  