anchor.diff:  			if (d < 0.01 || end) {
   				vec3 c = vec3(1, 0, 1);
   				vec3 normal = getNormal(p, rd);
  +
   				if (m == MAT_GROUND) {
   					c = mix(vec3(0.3,0.9,0.3), vec3(0.9,0.8,0.3), min(normal.y * 1.0, 1));
   				} else if (m == MAT_PEND) {
  
positive.code: }
  
  
  
  vec3 raymarch(vec3 ro, vec3 rd, vec3 eye) {
  	const int maxIter = 90;
  	const float maxDis = 200.0;
  	const int jumps = 3;
  
negative.code: 	return vec4(points, diss);
  }
  
  vec4 lightA(vec3 p)
  {
  	vec3 lightPos = vec3(2, 0, 0);
  	float dis = length(p - lightPos);
  	vec3 col = vec3(1.0, 0.0, 0.0);
  	const float strength = 10.0;
  	vec3 res = col * strength / (dis * dis * dis);
  	return vec4(res, dis);
  }
  
  vec4 lightB(vec3 p)
  {
  	vec3 lightPos = vec3(-2, 0, 0);
  	float dis = length(p - lightPos);
  	vec3 col = vec3(0.0, 0.0, 1.0);
  	const float strength = 10.0;
  	vec3 res = col * strength / (dis * dis * dis);
  	return vec4(res, dis);
  }
  
  vec3 evaluateLight(vec3 pos, inout float dis)
  {
  	vec4 A = lightA(pos);
  	vec4 B = lightB(pos);
  	dis = min(A.w, B.w);
  	return A.rgb + B.rgb;
  }
  
  void addLightning(inout vec3 color, vec3 normal, vec3 eye, vec3 pos) {
  