anchor.diff:  			vec3 lightIntegrated = light - light * exp(-fogAmount * d);
   			scatteredLight += transmittance * lightIntegrated;	
   			transmittance *= exp(-fogAmount * d);
  -
  +#endif
   			t += d;		
   			bool end = i == maxIter - 1 || t > maxDis;
   			if (d < 0.01 || end) {
  
positive.code: 			vec2 res = map(p, rd);
  			float d = res.x;
  			float m = res.y;
  
  			float fogAmount = 0.005;
  			vec4 lightColDis = evaluateLight(p);
  			vec3 light = lightColDis.rgb;
  
negative.code: 	float dis = length(-pos);
  	float str = 1.0/(0.5 + 0.01*dis + 0.1*dis*dis); 
  
  	diffRes += diffuse * lightCol;
  	specRes += spec * str;
  }
  
  
  void addLightning(inout vec3 color, vec3 normal, vec3 eye, vec3 pos) {
  	vec3 diffuse = vec3(0.0);
  	float specular = 0.0;
  	const float ambient = 0.1;
  
  	{
  		vec3 lightPos = lightAPos(pos);
  		addLight(diffuse, specular, normal, eye, lightPos, lightA(lightPos).rgb);
  	}
  	{
  		vec3 lightPos = lightBPos(pos);
  		addLight(diffuse, specular, normal, eye, lightPos, lightB(lightPos).rgb);
  	}
  	color = color * (ambient + diffuse) + specular;
  	
  	//color =  color * (0.05 + 0.9*diffuse*light(pos).xyz + 0.2 * diffuses * lights(pos).xyz ) + spec*str + specs*strs*0.5;
  
  }
  