anchor.diff:  		vec4 color4 = texture3D( texture4, v_texcoord );
   		if( color4.r > u_lowerThreshold4 && color4.r <= u_upperThreshold4 )
   		{
  +		    color4.r = ( color4.r - u_lowerThreshold4 ) / ( u_upperThreshold4 - u_lowerThreshold4 );
   			color.rgb =  mix( color.rgb, colormap( color4.rgb, u_colormap4 ), u_alpha4 );
   		}
   	}
  
positive.code: 		vec4 color3 = texture3D( texture3, v_texcoord );
  		if( color3.r > u_lowerThreshold3 && color3.r <= u_upperThreshold3 )
  		{
  			color.rgb =  mix( color.rgb, colormap( color3.rgb, u_colormap3 ), u_alpha3 );
  		}
  	}
  
negative.code: 		vec4 color0 = texture3D( texture0, v_texcoord );
  		if( color0.r > u_lowerThreshold0 && color0.r <= u_upperThreshold0 )
  		{
  		    color0.r = ( color0.r - u_lowerThreshold0 ) / ( u_upperThreshold0 - u_lowerThreshold0 );
  			color = vec4( colormap( color0.rgb, u_colormap0 ), 1.0 );
  		}
  	}
  