anchor.diff:  		float powf = pow(NdotHV, SHININESS);
   		light += SPECSCALE * powf * LightCol * specSample;
   	}
  -#endif
   	gl_FragColor = vec4(light * sample, 1.0);
   	//gl_FragColor = vec4(tnorm, 1.0);
   }
  
positive.code: #define SPECTEX
  
  uniform sampler2D tex;
  
  const float SHININESS = 11.0;
  
negative.code:                     2.0 * C2 * L1m1 * tnorm.y +
                      2.0 * C2 * L10 * tnorm.z;
  	vec3 L = normalize(LightDir);
  	float NdL = dot(tnorm, L);
  	if (NdL > 0.0)
  	{
  