anchor.diff:      {
           if ( pointLights[i].intensity > 0 )
           {
  -            totalLight += calcPointLight(pointLights[i], vPos, vNorm); 
  +            totalLight += calcPointLight(pointLights[i], vPos, vNorm);
           }
       }
   
  
positive.code:             totalLight += calcSpotLight(spotLights[i], vPos, vNorm);
          }
      }
      fragColor = vec4((baseColour * totalLight).xyz,1);
  }
  
negative.code:     vec3 reflected_light = normalize(reflect(from_light_dir , normal));
      float specularFactor = max( dot(camera_direction, reflected_light), 0.0);
      specularFactor = pow(specularFactor, specularPower);
      speccolor = light_intensity  * specularFactor * material.reflectance * vec4(light_color, 1.0);
  
      return (diffusecolor + speccolor);
  }
  
  vec4 calcPointLight(PointLight light, vec3 position, vec3 normal)
  {
      vec3 light_direction = light.position - position;
      vec3 to_light_dir  = normalize(light_direction);
      vec4 light_color = calcLightcolor(light.color, light.intensity, position, to_light_dir, normal);
  
      // Apply Attenuation
      float distance = length(light_direction);
  