anchor.diff:  #endif // else-good graphics
   	vec3 L = light_path / light_length;
   	vec4 diffuse = vec4(max(dot(N, -L), 0.0) * diffuse_albedo, 1.0);
  -	vec3 eye_rel = normalize(f.position.xyz - eye_pos);
   	float powered = pow(max(dot(reflect(L, N), eye_rel), 0.0), 128.0);
   	vec3 specular = vec3(powered * specular_albedo * spec);
   	fcolor += vec4((bambient * color + (vec4(depth, depth, depth, 1.0) * atten * (diffuse * vec4(light_color, 1.0)) * color) +
  
positive.code: 	float light_min = clamp(minimum_light + dets.a, 0.0, 1.0);
  	color = vec4(color.xyz * f.color.xyz, color.w);
  	vec4 bambient = (vec4(light_details[3][0], light_details[3][1], light_details[3][2], 1.0) + vec4(light_min, light_min, light_min, 0.0)) / lightc;
  	vec3 eye_pos = vec3(light_details2[0][0], light_details2[0][1], light_details2[0][2]);
  	vec3 light_pos = vec3(light_details2[1][0], light_details2[1][1], light_details2[1][2]);
  	float exposure = light_details2[2][0];
  	vec3 light_color = vec3(light_details2[0][3], light_details2[2][1], light_details2[2][2]);
  
negative.code: 	}
  	vec3 L = light_path / light_length;
  	vec4 diffuse = vec4(max(dot(N, -L), 0.0) * diffuse_albedo, 1.0);
  	float powered = pow(max(dot(reflect(L, N), eye_rel), 0.0), 128.0);
  	vec3 specular = vec3(powered * specular_albedo * spec);
  	fcolor += vec4((bambient * color + (vec4(1.0) * atten * (diffuse * vec4(light_color, 1.0)) * color) +
  		(vec4(min(specular, 1.0), 0.0) * vec4(light_color, 1.0) * atten)).xyz, color.w);
  #endif // else-shadows
  	}
  #endif // lit
  	if (rhBlur > 0.0)
  	{
  		vec3 nflat = normalize(f.tbn * vec3(0.0, 0.0, 1.0));
  		float water_side = min(-dot(eye_rel, nflat), 0.2) * rhBlur;
  		opacity_mod = 1.0 / (0.6 + water_side);
  		//fcolor.xyz += tcolor.xyz * opacity_mod;
  	}
  #if MCM_GOOD_GRAPHICS
      fcolor = vec4(desaturate(fcolor.xyz), 1.0); // TODO: Make available to all, not just good graphics only! Or a separate CVar!
  #endif
  