anchor.diff:    //   }
     // }
   
  -  
  +  // accumulator = texture2D ( image, vTexCoord);
  +  // accumulator = vec4( 1.0 * vTexCoord.x, 0, 0, 1);
     gl_FragColor = accumulator;
     
   }
  
positive.code: // image    -- sampler for the input image
  // count    -- number of pixels to sum in X and Y
  // offset   -- offset in the input texture space, usually 1.0 / input_texture_width
  
  precision highp float;
  
  
negative.code:   highp vec4 accumulator;
  
    for ( int x = 0; x < LOOP_MAX; x+=1 ) {
      if ( float(x) >= count ) {
        break;
      }
      for ( int y = 0; y < LOOP_MAX; y+=1 ) {
        if ( float(y) >= count ) {
          break;
        }
        accumulator += texture2D ( image, vTexCoord + vec2(float(x)*offset, float(y)*offset));
  