anchor.diff:      BitmapUniform: GLint;
       FlagColorUniform: GLint;
   
  +
  +
       CoordsBuffer: GLuint;
       MirroredUVBuffer: GLuint;
   
  
positive.code: begin
    SetTranslation(0,0);
    glBindVertexArray(RectVAO);
    glEnableVertexAttribArray(COORDS_ATTRIB_LOCATION);
    glDisableVertexAttribArray(UV_ATTRIB_LOCATION);
  end;
  
  procedure TLocalState.StartDrawingSprites;
  begin
    SetTranslation(0,0);
    glBindVertexArray(SpriteVAO);
    glEnableVertexAttribArray(COORDS_ATTRIB_LOCATION);
    glEnableVertexAttribArray(UV_ATTRIB_LOCATION);
  end;
  
  procedure TLocalState.RenderSpriteMirrored(ASprite: TGLSprite; mir: UInt8);
  
negative.code:   FlagColorUniform:=glGetUniformLocation(DefaultProgram, PChar('flagColor'));
    BitmapUniform:=glGetUniformLocation(DefaultProgram, PChar('bitmap'));
  
    FCoordAttribLocation:=glGetAttribLocation(DefaultProgram, PChar('coords'));
    FUVAttribLocation:=glGetAttribLocation(DefaultProgram, PChar('uv'));
  
    CheckGLErrors('default shader get uniforms');
  
    SetupCoordsBuffer;
  