anchor.diff:    Assert(glIsVertexArray(SpriteVAO[mir]) = GL_TRUE, 'invalid SpriteVAO');
   
     glBindVertexArray(SpriteVAO[mir]);
  +
  +  glUniformMatrix4fv(GlobalContextState.DefaultTranslateMatrixUniform,1,GL_TRUE,@FTranslateMaxrix.data);
   
     glEnableVertexAttribArray(COORDS_ATTRIB_LOCATION);
     glEnableVertexAttribArray(UV_ATTRIB_LOCATION);
  
positive.code:     DefaultProgram: GLuint;
      DefaultFragmentColorUniform: GLint;
      DefaultProjMatrixUniform: GLint;
      UseTextureUniform: GLint;
      UsePaletteUniform: GLint;
      UseFlagUniform: GLint;
  
negative.code:       'outColor = applyFlag(outColor);'+
    '}';
  
    //VERTEX_TERRAIN_SHADER =
    //  SHADER_VERSION+
    //  'uniform mat4 projMatrix;'#13#10+
    //  'layout(location = 1) in vec2 coords;'#13#10+
    //  'struct Tile{'+
    //  '  uint upper;'+ //packed data     FTerType, FTerSubtype, FRiverType, FRiverDir
    //  '  uint lower;'+ //packed data     FRoadType, FRoadDir,  FFlags, FOwner
    //  '};'+
    //  'layout(location = 2) in Tile tileIn'+
    //  'out Tile tileOut'+
    //  'void main(){'+
    //    'tileOut = tileIn;'+
    //    'gl_Position = projMatrix * vec4(coords,0.0,1.0);'#13#10+
    //  '}';
  
  
    //GEOMETRY_TERRAIN_SHADER =
    //  SHADER_VERSION+
    //  '';
  
  
  type
  