anchor.diff:  
   vec4 evaluateLight(vec3 pos)
   {
  -	vec4 res = lightA(lightAPos(pos));
  -	res = lightUnion(res, lightB(lightBPos(pos)));
  +	vec4 res = lightA(lightAModifyPos(pos));
  +	res = lightUnion(res, lightB(lightBModifyPos(pos)));
   	return res;
   }
   
  
positive.code: 	float spec = specular(normal, -invLight, normalize(eye - lightPos), 50.0);
  	float dis = length(-lightPos);
  	float str = 1.0/(0.5 + 0.01*dis + 0.1*dis*dis); 
  	float shadowAmbient = 0.0;
  	float s = shadow(p, normalize(light - p), 0.1, length(light - p) - 1.0);
  	diffRes += diffuse * lightCol * str;
  	//diffRes += vec3(s);
  	specRes += spec * str;
  }
  
  
  
negative.code: 	const float ambient = 0.3;
  
  	{
  		//p.z = mod(p.z, LOL) - LOL * 0.5;
  		//vec3 light = vec3(2, 0, 0) + vec3(3.0 * sin(iGlobalTime), 0, 0);
  		//light += int(p.z / LOL) * LOL;
  
  		//vec3 lightPos = lightAModifyPos(pos);
  		//addLight(diffuse, specular, normal, eye, lightPos, lightA(lightPos).rgb,
  		//	p, light);
  
  		vec3 posLightOrigo = lightAModifyPos(pos);
  		addLight(diffuse, specular, normal, eye, posLightOrigo, lightA(posLightOrigo).rgb, 1.0);
  	}
  	{		
  		vec3 posLightOrigo = lightBModifyPos(pos);
  		float shadow = shadow(pos, normalize(-posLightOrigo), 0.1, length(posLightOrigo) - 1.0);
  		addLight(diffuse, specular, normal, eye, posLightOrigo, lightB(posLightOrigo).rgb, shadow);
  	}
  	color = color * (ambient + diffuse) + specular;
  	
  