anchor.diff:  
   vec4 evaluateLight(vec3 pos)
   {
  -	vec4 res = lightA(lightAPos(pos));
  -	res = lightUnion(res, lightB(lightBPos(pos)));
  +	vec4 res = lightA(lightAModifyPos(pos));
  +	res = lightUnion(res, lightB(lightBModifyPos(pos)));
   	return res;
   }
   
  
positive.code: 	const float ambient = 0.3;
  
  	{
  		vec3 p = pos;
  		//p.z = mod(p.z, LOL) - LOL * 0.5;
  		vec3 light = vec3(2, 0, 0) + vec3(3.0 * sin(iGlobalTime), 0, 0);
  		light += int(p.z / LOL) * LOL;
  
  		vec3 lightPos = lightAPos(pos);
  		//addLight(diffuse, specular, normal, eye, lightPos, lightA(lightPos).rgb,
  		//	p, light);
  	}
  	{
  		vec3 p = pos;
  		vec3 light = vec3(-1.0, 1.0 + 2.0 * sin(iGlobalTime), 0.0);
  		vec3 lightPos = lightBPos(pos);
  		addLight(diffuse, specular, normal, eye, lightPos, lightB(lightPos).rgb,p , light);
  	}
  	color = color * (ambient + diffuse) + specular;
  	
  
negative.code: {
  	const int maxIter = 90;
  	const float maxDis = 200.0;
  	const int jumps = 4;
  
  	vec3 col = vec3(0);	
  	float ref = 1.0;
  