anchor.diff:              totalLight += calcSpotLight(spotLights[i], vPos, vNorm);
           }
       }
  -    fragColor = vec4((baseColour * totalLight).xyz,1);
  +    fragColor = vec4((basecolor * totalLight).xyz,1);
   }
  
positive.code: 
  struct PointLight
  {
      vec3 colour;
      // Light position is assumed to be in view coordinates
      vec3 position;
      float intensity;
      
      //Attenuation
      float att_constant;
      float att_linear;
  
negative.code:     {
          if ( pointLights[i].intensity > 0 )
          {
              totalLight += calcPointLight(pointLights[i], vPos, vNorm);
          }
      }
  
  