anchor.diff:      glBindVertexArray(SpriteVAO[i]);
   
       glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.CoordsBuffer);
  -    glVertexAttribPointer(GlobalContextState.DefaultCoordsAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
  +    glVertexAttribPointer(COORDS_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
   
       glBindBuffer(GL_ARRAY_BUFFER,GlobalContextState.MirroredUVBuffers[i]);
  -    glVertexAttribPointer(GlobalContextState.UVAttrib, 2, GL_FLOAT, GL_FALSE, 0,nil);
  +    glVertexAttribPointer(UV_ATTRIB_LOCATION, 2, GL_FLOAT, GL_FALSE, 0,nil);
   
       glBindBuffer(GL_ARRAY_BUFFER, 0);
   
  
positive.code:   '}';
  
    FRAGMENT_DEFAULT_SHADER =
    '#version 330 core'#13#10+
    'const vec4 eps = vec4(0.009, 0.009, 0.009, 0.009);'+
    'const vec4 maskColor = vec4(1.0, 1.0, 0.0, 0.0);'+
    'uniform usampler2D bitmap;'+
  
negative.code: 
    DefaultFragmentColorUniform:= glGetUniformLocation(DefaultProgram, PChar('fragmentColor'));
  
    DefaultProjMatrixUniform := glGetUniformLocation(DefaultProgram, PChar('projMatrix'));
  
    UseFlagUniform:=glGetUniformLocation(DefaultProgram, PChar('useFlag'));
    UsePaletteUniform:=glGetUniformLocation(DefaultProgram, PChar('usePalette'));
  