anchor.diff:  
   procedure TShaderContext.SetUseFlag(const Value: Boolean);
   begin
  -  //glUniform1i(UseFlagUniform, ifthen(Value, 1, 0));
  +  glUniform1i(UseFlagUniform, ifthen(Value, 1, 0));
   end;
   
   procedure TShaderContext.SetUsePalette(const Value: Boolean);
   begin
  -  //glUniform1i(UsePaletteUniform, ifthen(Value, 1, 0));
  +  glUniform1i(UsePaletteUniform, ifthen(Value, 1, 0));
   end;
   
   procedure TShaderContext.SetUseTexture(const Value: Boolean);
  
positive.code: 
    'vec4 applyFlag(vec4 inColor)' +
    '{'+
      // 'if(useFlag == 1)'+
       '{'+
          'if(all(greaterThanEqual(inColor,maskColor-eps)) && all(lessThanEqual(inColor,maskColor+eps)))'+
          '  return flagColor;'+
  
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+
  