anchor.diff:     end;
   
       glActiveTexture(GL_TEXTURE0);
  -    glBindTexture(GL_TEXTURE_RECTANGLE,ASprite.TextureID);
  +    glBindTexture(GL_TEXTURE_2D,ASprite.TextureID);
   
       glActiveTexture(GL_TEXTURE1);
       glBindTexture(GL_TEXTURE_1D,ASprite.PaletteID);
  
positive.code:   '#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 usampler2DRect bitmap;'+
    'uniform sampler1D palette;'+
    'uniform int useTexture = 0;'+
    'uniform int usePalette = 0;'+
  
negative.code: procedure BindRGBA(ATextureId: GLuint; w, h: Int32; ARawImage: Pointer; AInternalFormat: GLEnum); inline;
  begin
  
    glBindTexture(GL_TEXTURE_2D, ATextureId);
  
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  
    glTexImage2D(GL_TEXTURE_2D, 0,AInternalFormat,w,h,0,GL_RGBA, GL_UNSIGNED_BYTE, ARawImage);
  
  end;
  
  