anchor.diff:  float[5] getNormalDev(const in vec3 sample_pos) {
     vec3 normal = get_gradient(sample_pos);
     vec3[5] normals = getNormals(sample_pos);
  -  float weights[5] =float[5](0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
  +  float weights[5] =float[5](0.0, 0.0, 0.0, 0.0, 0.0);
     for (uint i = 0u; i < num_kinects; ++i) {
       weights[i] = min(dot(-normal, normals[i]), 0.0);
     }
  
positive.code: float[5] getNormalTwo(const in vec3 sample_pos) {
    vec3 normal = get_gradient(sample_pos);
    vec3[5] normals = getNormals(sample_pos);
    float weights[5] =float[5](0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
    float min_dev = min(dot(-normal, normals[0]), 0.0);
    uint min_i = 0u;
    float min_dev2 = min(dot(-normal, normals[1]), 0.0);
  
negative.code: }
  
  vec3 blendCameras(const in vec3 sample_pos) {
    vec3 total_color = vec3(0.0);
    float total_weight = 0.0;
    float[5] weights = getWeights(sample_pos);
    for(uint i = 0u; i < num_kinects; ++i) {
      vec3 pos_calib = texture(cv_xyz_inv[i], sample_pos).xyz;
  