anchor.diff:  float occlusion(vec3 p, vec3 normal, vec3 rd)
   {
   	float o = clamp(2*map(p + normal * 0.5, rd).x, 0, 1);
  -	return 0.2 + 0.8*o;
  +	return 0.8 + 0.2*o;
   }
   
   
  
positive.code: 	float dis = (0.1 -p.y)/rd.y;
  
  	return vec2(max(h, dis), MAT_WATER);
  }
  
  vec2 map(vec3 p, vec3 rd) 
  {
  	vec2 res = vec2(-sdBox(p, vec3(5.0)), MAT_GROUND);
  	res = un(res, vec2(sdBox(p - vec3(0, 0, 3.0), vec3(1.0, 2.0, 0.1)), MAT_MIRROR));
  	res = un(res, vec2(sdBox(p - vec3(0,-0.5, 0), vec3(0.5)), MAT_GROUND));
  	res = un(res, vec2(sdBox(p - vec3(0, 1.0, 0), vec3(0.3)), MAT_GROUND));
  	return res;
  }
  
  
negative.code: 	vec3 lightPos = vec3(2, 0, 0);
  	float dis = length(p - lightPos);
  	vec3 col = vec3(1.0, 0.0, 0.0);
  	const float strength = 3.0;
  	vec3 res = col * strength / (dis * dis * dis);
  	return vec4(res, dis);
  }
  
  vec3 lightBPos(vec3 p)
  {
  	return p - vec3(0.0, 1.0 + 2.0 * sin(iGlobalTime), 0.0);
  }
  
  vec4 lightB(vec3 p)
  