anchor.diff:  
   === User's uniforms
   
  -At some point when making your own shader you'll need to pass your own uniforms +
  +At some point when making your own shader you'll need to pass your own uniforms.
  +
   Any uniform has to be declared in the material definition file (.j3md) in the “MaterialParameters section.
   
   [source,java]
  
positive.code: === JME3 and OpenGL 3 & 4 compatibility
  
  GLSL 1.0 to 1.2 comes with built in attributes and uniforms (ie, gl_Vertex, gl_ModelViewMatrix, etc…). +
  Those attributes are deprecated since GLSL 1.3 (opengl 3), hence JME3 global uniforms and attributes. Here is a list of deprecated attributes and their equivalent in JME3
  
  [cols="2", options="header"]
  |===
  
negative.code: 
  ----
  
  You can also pass some define to your vertex/fragment programs to know if an uniform as been declared. 
  
  You simply add it in the Defines section of your Technique in the definition file.
  
  [source,java]
  