anchor.diff:      vec3 to_light_dir  = normalize(light_direction);
       vec3 from_light_dir  = -to_light_dir;
       float spot_alfa = dot(from_light_dir, normalize(light.conedir));
  -    
  -    vec4 colour = vec4(0, 0, 0, 0);
  -    
  -    if ( spot_alfa > light.cutoff ) 
  +
  +    vec4 color = vec4(0, 0, 0, 0);
  +
  +    if ( spot_alfa > light.cutoff )
       {
  -        colour = calcPointLight(light.pl, position, normal);
  -        colour *= (1.0 - (1.0 - spot_alfa)/(1.0 - light.cutoff));
  +        color = calcPointLight(light.pl, position, normal);
  +        color *= (1.0 - (1.0 - spot_alfa)/(1.0 - light.cutoff));
       }
  -    return colour;    
  +    return color;
   }
   
   vec4 calcDirectionalLight(DirectionalLight light, vec3 position, vec3 normal)
   {
  -    return calcLightColour(light.colour, light.intensity, position, normalize(-light.direction), normal);
  +    return calcLightcolor(light.color, light.intensity, position, normalize(-light.direction), normal);
   }
  -vec4 calcBaseColour(Material pMaterial, vec2 text_coord)
  +vec4 calcBasecolor(Material pMaterial, vec2 text_coord)
   {
  -    vec4 baseColour;
  +    vec4 basecolor;
       if ( pMaterial.hasTexture == 1 )
       {
  -        baseColour = texture(texture_sampler, text_coord);
  +        basecolor = texture(texture_sampler, text_coord);
       }
       else
       {
  -        baseColour = vec4(pMaterial.colour, 1);
  +        basecolor = vec4(pMaterial.color, 1);
       }
  -    return baseColour;
  +    return basecolor;
   }
   
   void main()
   {
  -    vec4 baseColour = calcBaseColour(material, outTexCoord);
  +    vec4 basecolor = calcBasecolor(material, outTexCoord);
   
       vec4 totalLight = vec4(ambientLight, 1.0);
       totalLight += calcDirectionalLight(directionalLight, vPos, vNorm);
  
positive.code: uniform DirectionalLight directionalLight;
  uniform vec3 camera_pos;
  
  vec4 calcLightColour(vec3 light_colour, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal)
  {
      vec4 diffuseColour = vec4(0, 0, 0, 0);
      vec4 specColour = vec4(0, 0, 0, 0);
  
      // Diffuse Light
      float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
      diffuseColour = vec4(light_colour, 1.0) * light_intensity * diffuseFactor;
  
      // Specular Light
      vec3 camera_direction = normalize(camera_pos - position);
  
negative.code:             totalLight += calcSpotLight(spotLights[i], vPos, vNorm);
          }
      }
      fragColor = vec4((basecolor * totalLight).xyz,1);
  }
  