anchor.diff:  
   ----
   
  -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. 
  +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]
   
  
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: 
  === 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]. 
  
  