anchor.diff:  					c = vec3(0, 0, 0);
   				}
   				//c *= occlusion(p, normal, rd);
  -				//addLightning(c, normal, eye, p);
  +				addLightning(c, normal, eye, p);
   				if (end) {
   					transmittance = 0;
   				}
  -				//col = mix(col, transmittance * c + scatteredLight, ref);
  -				col = c;
  +				col = mix(col, transmittance * c + scatteredLight, ref);
  +				//col = c;
  +				//return col;
   //				col = mix(col, vec3(0.7), clamp(t * 0.01, 0, 1));
   				if (m == MAT_GROUND) {
   					return col;
  
positive.code: 	//str = towerLight(pos).x;
  	float tmp = 0;
  //	color =  color * (0.05 + 0.9*diffuse*light(pos).xyz) + spec*str;
  	color =  color * (0.05 + 0.9*diffuse*light(pos).xyz + 0.2 * diffuses * lights(pos).xyz ) + spec*str + specs*strs*0.5;
  	color = clamp(color, vec3(0), vec3(1));
  	//color *= str;
  }
  
  
  
negative.code: 			vec2 res = map(p, rd);
  			d = res.x;
  //			d = min(d, 0.2);
  			float fogAmount = 0.005;// + max(0, -p.y * 0.5);
  //			fogAmount += smoothstep(28*7, 29*7,p.z) * 5.0;
  			float lightDis = -1.0;
  			vec3 light = evaluateLight(p, lightDis);
  