anchor.diff:      float green = sample(vec2( 0.0000, 0.0)).y;
       float blue  = sample(vec2(-0.0003, 0.0)).z;
       
  -    outcolor.r = mix(0.5 * red, red, wavePos);
  -    outcolor.g = mix(0.5 * green, green, wavePos);
  -    outcolor.b = mix(0.5 * blue, blue, wavePos);
  +    outcolor.r = mix(0.75 * red, red, wavePos);
  +    outcolor.g = mix(0.75 * green, green, wavePos);
  +    outcolor.b = mix(0.75 * blue, blue, wavePos);
   }
  
positive.code:     sum += texture(uFb, vTextureCoord + co - hstep + vstep) * 0.0625;
      sum += texture(uFb, vTextureCoord + co - vstep - vstep) * 0.0625;
  
      return sum / 1.2;
  }
      
  void main(void){
  
negative.code: 
  vec4 sample(vec2 co) {
      vec4 sum = vec4(0.0);
      vec2 hstep = vec2(0.0012, 0.0);
      vec2 vstep = vec2(0.0, 0.0012);
  
      sum += texture(uFb, vTextureCoord + co);
      sum += texture(uFb, vTextureCoord + co + hstep) * 0.125;
  