anchor.diff:  			vec2 res = map(p, rd);
   			float d = res.x;
   			float m = res.y;
  -
  +#ifdef VOLUMETRIC_LIGHTNING
   			float fogAmount = 0.005;
   			vec4 lightColDis = evaluateLight(p);
   			vec3 light = lightColDis.rgb;
  
positive.code: #define MAT_GROUND 1.0
  #define MAT_PEND 2.0
  #define MAT_WATER 3.0
  
  // TODO: cleanup and fix noise texture
  vec2 water(vec3 p, vec3 rd)
  
negative.code: 
  				if (m == MAT_GROUND) {
  					return col;
  				} else if (m == MAT_MIRROR) {
  					ref *= 0.9;
  				} else if (m == MAT_PEND) {
  					ref *= abs(normal.z);
  				} else {
  