anchor.diff:  
   === 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.
  +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"]
   |===
  
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: The engine passes the object space coordinates to the vertex shader. We need to compute its position in projection space. To do that we transform the object space position by the WorldViewProjectionMatrix, which is a combination of the World, View, Projection matrices (who would have guessed?).
  
  
  === Simple example: rendering a solid color on an object
  
  Here is the simplest application to shaders, rendering a solid color. 
  
  Vertex Shader: 
  
  [source,java]
  ----
  