anchor.diff:  
   	diffuse *= visibility;
   
  -	gl_FragColor = (diffuse + ambient + specular) * texel;
  +	color = (diffuse + ambient + specular) * texel;
   }
   
  
positive.code: 	vec4 ambient = mat_ambient;
  
  	vec3 reflect_dir = reflect(cam_dir, normal);
  	vec4 specular = mat_specular * textureCube(specular_sampler, reflect_dir);
  
  	vec4 texel = texture2D(tex_sampler, tex_coord);
  
  	float visibility = 
  		shadow2DProj(
  			shadow_sampler,
  			shadowspace_pos - vec4(0,0,0.02,0)).r;
  
  	vec2 not_in_shadowspace = 
  		step(shadowspace_pos.xy, vec2(0.0,0.0)) +
  
negative.code: smooth in vec2 tex_coord;
  smooth in vec4 shadowspace_pos;
  
  out vec4 color;
  
  void main() {
  	vec4 lp = light_pos;
  	vec3 light_dir;
  