anchor.diff:    v: GLfloat;
     CoordsArray: glint;
   begin
  -  //ShaderContext.SetFragmentColor(RECT_COLOR);
  -
     if dim <=0 then //render real size w|o scale
     begin
       H := ASprite.Height;
  
positive.code: end;
  
  procedure RenderSprite(const ASprite: TGLSprite; dim: integer; mir: UInt8);
  //const
  //  RECT_COLOR: TRBGAColor = (r:255; g:0; b:0; a:255);
  //
  var
    factor: Double;
    cur_dim: integer;
  
negative.code:       '{'+
           'if(usePalette == 1)'+
            '{'+
                'return texelFetch(palette, int(texture(bitmap,UV).r), 0);'+
            '}'+
            'else'+
            '{' +
                'return texture(bitmap,UV);'+ //???
            '}'+
        '}'+
         'return inColor;'+
  