anchor.diff:  ----
   
   To use this uniform in the shader, you need to declare it in the .frag or .vert files (depending on where you need it).
  -You can make use of the defines here and later in the code:
  -*Note that the “m_ prefix specifies that the uniform is a material parameter.*
  +You can make use of the defines here and later in the code: *Note that the “m_ prefix specifies that the uniform is a material parameter.*
   
   [source,java]
   ----
  
positive.code: 
  ----
  
  This way, a transparent pixel in the KeyMap texture doesn't modify the color. +
  A black pixel replaces it for the m_KeyColor and values in between are blended. 
  
  A result preview can be seen here: link:http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg]
  
  
negative.code: 
  === Variables scope
  
  There are different types of scope for variables in a shader:
  
  *  uniform: User defined variables that are passed by the main program to the vertex and fragment shader, these variables are global for a given execution of a shader.
  *  attribute: Per-vertex variables passed by the engine to the shader, like position, normal, etc (Mesh data in the graphic)
  *  varying: Variables passed from the vertex shader to the fragment shader.
  
  There is a large panel of variable types to be used, for more information about it I recommend reading the GLSL specification link:http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf[here]. 
  
  