anchor.diff:      }
       return 1.0;
   }
  +#else
  +#define shadowFunction(ro, rd, mint, maxt) 1.0
  +#endif
   
   void addLight(inout vec3 diffRes, inout float specRes, vec3 normal, vec3 eye, vec3 lightPos, vec3 lightCol, float shadow)
   {
  
positive.code: 	return res;
  }
  
  float shadow(in vec3 ro, in vec3 rd, float mint, float maxt)
  {
      float t = 0.1;
      for(float _ = 0.0; _ == 0.0; _ += 0.0)
  
negative.code:   return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
  }
  
  float sdCylinder( vec3 p, float r )
  {
    return length(p.xz)-r;
  