anchor.diff:      } else {
         fragcolor = vec4((difColor + specColor.rgb) / attenuation, 1.0);
       };
  -
  -    // just for testing
  -//    if (R <= 2.0) {
  -//      fragcolor = fragcolor + vec4(lightCol, 1.0);
  -//    };
   #ifdef barreldist
     }
   #endif
  
positive.code:     // Get the normalized directional vector between our surface position and our light position
      vec3  LmV = lightPos - V.xyz;
      float Dist = length(LmV);
      vec3  L = normalize(LmV);
      float NdotL = max(0.0, dot(N, L));
      difColor = difColor * NdotL * lightCol * shadowFactor;
  
negative.code: #ifdef barreldist
    vec2 T = barreldist(V, 1);
    if ((T.x < 0.0) || (T.x > 1.0) || (T.y < 0.0) || (T.y > 1.0)) {
      discard;
    } else {
  #else
    vec2 T = (V + 1.0) / 2.0;
  #endif
  
      vec4 V = vec4((texture(worldPos, T).xyz - 0.5) * posScale, 1.0);
      vec3 difColor = texture(diffuse, T).rgb;
      vec4 specColor = texture(specular, T);
  