anchor.diff:  
   === Useful links
   
  -link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf]
  +link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/pass:[~]cs5610/lectures/GLSL-ATI-Intro.pdf]
  
positive.code: === JME3 attributes
  
  Those are different attributes that are always passed to your shader. +
  You can find a complete list of those attribute in the Type enum of the VertexBuffer link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/core/com/jme3/scene/VertexBuffer.java[here]. 
  
  [NOTE] 
  ====
  
negative.code: == How to use shaders in JME3
  
  You probably heard that JME3 is “shader oriented”, but what does that mean? +
  Usually to use shaders you must create what is called a program. This program specify the vertex shader and the fragment shader to use. 
  
  JME3 encloses this in the material system. Every material in JME3 uses shaders. +
  For example let’s have a look at the SolidColor.j3md file : 
  
  