anchor.diff:      if( rnd() > colorAlbedo ){ break; }
   
       vec3 indirect = getIndirectEmission(ray, result, mat);
  +    color += accumulatedReflectance * envImp.rgb;
       accumulatedReflectance *= (throughput / colorAlbedo);
  -    color += envImp.rgb;
  +    
     }
   
     fragColor = vec4((color + (tcolor * float(tick)))/(float(tick)+1.0),1.0);
  
positive.code:     vec3 lightDir;
      ray.origin = origin + baryNormal * EPSILON * 2.0;
  
      //texDiffuse = specular ? vec3(1.0) : texDiffuse;
      // TODO: make this configurable in the materials
      color += accumulatedReflectance * texEmmissive * 10.0;
  
      #ifdef USE_EXPLICIT
      vec3 direct = getDirectEmission(ray.origin, macroNormal, lightDir);
  
negative.code: 		vec3 throughput;
      if(bsdfPdf > 0.0) { 
        throughput = UE4Eval(incident, macroNormal, texDiffuse, matParams, ray.dir) * abs(dot(macroNormal, ray.dir)) / bsdfPdf;
      } else {
        throughput = vec3(0.0);
      }
  