anchor.diff:  	/*float occlusion = max(1 - sumOcclusion * (intensity * 2) / samples, 0);
   	occlusion = pow(occlusion, power);*/
   	
  -	/*vec3 color = sumColor * 5.0 / (pow(kernelRadius, 6) * samples);
  -	color = max(1 - color * intensity * 1, 0);*/
  +	vec3 color = sumColor * 5.0 / (pow(kernelRadius, 6) * samples);
  +	color = max(1 - color * intensity * 0.5, 0);
  +	color = pow(color, vec3(power));
   	
  -	outColor = vec3(occlusion);
  +	outColor = vec3(color * occlusion);
   }
positive.code: 		vec2 unitOffset = randomSamples(i, samples, ssC);
  		vec2 sampleCoord = TexCoord + unitOffset * kernelRadius;
  		vec3 samplePosition = texture(gPosition, sampleCoord).xyz;
  		//vec3 sampleColor = texture(gColor, sampleCoord).rgb;
  
  		vec3 v = samplePosition - position;
  		float vv = dot(v, v);
  
negative.code: 		float sD = max(pow(kernelRadius * kernelRadius - vv, 3), 0);
  		float sS = max((vn - bias) / (vv + epsilon), 0);
  		
  		sumColor += (1 - sampleColor) * sD * sS;
  		sumOcclusion += sD * sS;
  		//sumOcclusion += max((vn - bias) / (vv + epsilon), 0);
  	}
  