anchor.diff:  	
   	vec3 color = raymarch(ro, rd, eye);
   	color /= (color + vec3(1.0));
  -    fragColor = vec4(color, 1.0);
  -    
  +    fragColor = vec4(color, 1.0);  
   } 
   
  -
   )""  
positive.code: 	return vec4(points, diss);
  }
  
  
  vec3 evaluateLight(vec3 pos, inout float dis)
  {
  	vec4 l = light(pos); 
  	vec4 sl = lights(pos); dis = sl.w; return sl.xyz;
  	dis = min(l.w, sl.w);
  	return l.xyz + sl.xyz;
  //	return l.xyz;
  }
  
  void addLightning(inout vec3 color, vec3 normal, vec3 eye, vec3 pos) {
  
negative.code: 					ref *= 0.9;
  				}
  
  #ifdef REFLECTION
  				rd = reflect(rd, getNormal(p, rd));
  #endif
  #ifdef REFRACTION
  				rd = refract(rd, getNormal(p, rd), 1/1.2);
  #endif
  				ro = p + rd*0.5;
  				t = 0;
  				break;
  			}
  		}
  	}
  	return col;
  }
  
  void main()
  {
  