anchor.diff:      noiseShader.Transform.set (Matrix4.CreateTranslation(-meshDimensions / 2.0f, 0.0f, -meshDimensions / 2.0f) * Matrix4.CreateScale(1.0f / meshDimensions, 1.0f, 1.0f / meshDimensions))
       noiseShader.NormalTransform.set OpenTK.Matrix3.Identity
       GL.DispatchCompute(numberOfPoints / 128, 1, 1)
  +
  +
   
   
   type NoiseShaderProgram = 
  
positive.code:                             NormalMatrix = Matrix3.Identity
                          }
      }
     
  let allocateGpu (noiseShader:NoiseShaderProgram.NoiseShader) (node:node) =
      GL.UseProgram(noiseShader.ProgramId)
  
negative.code: open CjClutter.OpenGl.Gui
  open CjClutter.OpenGl.EntityComponent
  open OpenTK.Graphics.OpenGL4
  open System.Collections.Generic
  open System.Linq
  
  type node = ChunkedLodTreeFactory.ChunkedLodTreeNode
  
  