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: 
  vec2 map(vec3 p, vec3 rd) 
  {
  	vec2 res = vec2(p.y + 3.0, MAT_GROUND);
  	res = un(res, vec2(sdBox(p - vec3(0,-0.5, 0), vec3(0.5)), MAT_GROUND));
  	res = un(res, vec2(sdBox(p - vec3(0, 1.0, 0), vec3(0.3)), MAT_GROUND));
  	return res;
  
negative.code: 					c = vec3(1, 0.5, 1);
  				} else if (m == MAT_WATER) {
  					c = vec3(0, 0, 0);
  				} else if (m == MAT_MIRROR) {
  					c = vec3(0.0);
  				}
  
  				c *= occlusion(p, normal, rd);
  