anchor.diff:      } else {
         fragcolor = vec4((difColor + specColor.rgb) / attenuation, 1.0);
       };
  -
  -    // just for testing
  -//    if (R <= 2.0) {
  -//      fragcolor = fragcolor + vec4(lightCol, 1.0);
  -//    };
   #ifdef barreldist
     }
   #endif
  
positive.code: // info about our light
  uniform vec3      lightPos;                         // position of our light after view matrix was applied
  uniform vec3      lightCol;                         // color of the light of our sun
  uniform float     attConstant = 0.0;
  uniform float     attLinear = 0.0;
  uniform float     attExp = 0.0;
  
negative.code:     // Get the normalized directional vector between our surface position and our light position
      vec3  LmV = lightPos - V.xyz;
      float Dist = length(LmV);
      if (Dist > radius) {
        // we're too far away from the light for it to effect us
        discard;
      };
  
      // get our light vector
      vec3  L = normalize(LmV);
      float NdotL = max(0.0, dot(N, L));
      difColor = difColor * NdotL * lightCol * shadowFactor;
  