anchor.diff:      reflectance[i] = texRef;
       if(dot(mat.emittance, vec3(1)) > 0.0 || rand(origin.zy) > albedo(texRef)){break;}
     }
  -  for(int i=bounces-1; i>=0; i--){
  +  for(int i=bounces-1; i>=0; --i){
       color = reflectance[i]*color + emittance[i];
     }
     //color = pow(color,vec3(gamma));
  
positive.code:   vec3 color = vec3(0);
    int bounces = 0;
    bool specular = true;
    for(int i=0; i < NUM_BOUNCES; i++){
      result = traverseTree(ray);
      vec3 origin = ray.origin + ray.dir * result.t;
      bounces++;
  
negative.code: const int NUM_BOUNCES = 8;
  const float max_t = 100000.0;
  const float n1 = 1.0;
  const float n2 = 1.2;
  const float EPSILON = 0.000001;
  const float sr = n1/n2;
  const float r0 = ((n1 - n2)/(n1 + n2))*((n1 - n2)/(n1 + n2));
  