anchor.diff:  
   vec3 evaluateLight(vec3 pos, inout float dis)
   {
  -	vec4 l = light(pos);
  -	vec4 sl = lights(pos);
  +	vec4 l = light(pos); 
  +	vec4 sl = lights(pos); dis = sl.w; return sl.xyz;
   	dis = min(l.w, sl.w);
   	return l.xyz + sl.xyz;
   //	return l.xyz;
  
positive.code: 			vec2 res = map(p, rd);
  			d = res.x;
  //			d = min(d, 0.2);
  			float fogAmount = 0.02 + 2.5 * (smoothstep(9.25, 9.5, iGlobalTime) - smoothstep(9.5, 9.75, iGlobalTime));// + 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);
  
negative.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 = color * (0.05 + 0.2*diffuses*lights(pos).xyz) + specs*strs*0.5;
  	color = clamp(color, vec3(0), vec3(1));
  	//color *= str;
  
  }
  
  
  