anchor.diff:      // Get the normalized directional vector between our surface position and our light position
       vec3  LmV = lightPos - V.xyz;
       float Dist = length(LmV);
  +    if (Dist > radius) {
  +      // we're too far away from the light for it to effect us
  +      discard;
  +    };
  +
  +    // get our light vector
       vec3  L = normalize(LmV);
       float NdotL = max(0.0, dot(N, L));
       difColor = difColor * NdotL * lightCol * shadowFactor;
  
positive.code: // info about our light
  uniform vec3      lightPos;                         // position of our light after view matrix was applied
  uniform vec3      lightCol;                         // color of the light of our sun
  uniform float     attConstant = 0.0;
  uniform float     attLinear = 0.0;
  uniform float     attExp = 0.0;
  
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);
  