anchor.diff:  	{	
   		// Light with shadow
   		vec3 posLightOrigo = lightBModifyPos(pos);
  -		float shadow = shadow(pos, normalize(-posLightOrigo), 0.1, length(posLightOrigo));
  +		float shadow = shadowFunction(pos, normalize(-posLightOrigo), 0.1, length(posLightOrigo));
   		//if (shadow != 0.0) // TODO: Test if this gives better performance
   		addLight(diffuse, specular, normal, eye, posLightOrigo, lightB(posLightOrigo).rgb, shadow);
   	}
  
positive.code:     }
      return 1.0;
  }
  
  void addLight(inout vec3 diffRes, inout float specRes, vec3 normal, vec3 eye, vec3 lightPos, vec3 lightCol, float shadow)
  {
  
negative.code: 	return res;
  }
  
  #ifdef SHADOWS
  float shadowFunction(in vec3 ro, in vec3 rd, float mint, float maxt)
  {
      float t = 0.1;
      for(float _ = 0.0; _ == 0.0; _ += 0.0)
  