anchor.diff:  		float sD = max(pow(kernelRadius * kernelRadius - vv, 3), 0);
   		float sS = max((vn - bias) / (vv + epsilon), 0);
   		
  -		//sumColor += (1 - sampleColor) * sD * sS;
  +		sumColor += (1 - sampleColor) * sD * sS;
   		sumOcclusion += sD * sS;
   		//sumOcclusion += max((vn - bias) / (vv + epsilon), 0);
   	}
  
positive.code: 	/*float occlusion = max(1 - sumOcclusion * (intensity * 2) / samples, 0);
  	occlusion = pow(occlusion, power);*/
  	
  	/*vec3 color = sumColor * 5.0 / (pow(kernelRadius, 6) * samples);
  	color = max(1 - color * intensity * 1, 0);*/
  	
  	outColor = vec3(occlusion);
  }
negative.code: 		vec2 unitOffset = randomSamples(i, samples, ssC);
  		vec2 sampleCoord = TexCoord + unitOffset * kernelRadius;
  		vec3 samplePosition = texture(gPosition, sampleCoord).xyz;
  		vec3 sampleColor = texture(gColor, sampleCoord).rgb;
  
  		vec3 v = samplePosition - position;
  		float vv = dot(v, v);
  