anchor.diff:  vec4 lightB(vec3 p)
   {
   	vec3 lightPos = vec3(-1, 0, 0);
  -	p = lightBPos(p);
   	float dis = length(p - lightPos);
   	vec3 col = vec3(0.0, 0.0, 1.0);
   	const float strength = 10.0;
  
positive.code: 
  vec4 evaluateLight(vec3 pos)
  {
  	vec4 res = lightA(pos);
  	res = lightUnion(res, lightB(pos));
  	return res;
  }
  
  
negative.code: 	specRes = spec * str;
  }
  
  
  void addLightning(inout vec3 color, vec3 normal, vec3 eye, vec3 pos) {
  	vec3 diffuse = vec3(0.0);
  	float specular = 0.0;
  
  	{
  		vec3 lightPos = lightAPos(pos);
  		addLight(diffuse, specular, normal, eye, lightPos, lightA(lightPos).rgb);
  	}
  	{
  		vec3 lightPos = lightAPos(pos);
  		addLight(diffuse, specular, normal, eye, lightPos, lightA(lightPos).rgb);
  	}
  	//addLight
  
  	color = color * diffuse + specular;
  	//color =  color * (0.05 + 0.9*diffuse*light(pos).xyz + 0.2 * diffuses * lights(pos).xyz ) + spec*str + specs*strs*0.5;
  
  }
  
  #define MAT_GROUND 1.0
  