anchor.diff:    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
   }
   
  -//float udBox( vec3 p, vec3 b )
  -//{
  -//  return length(max(abs(p)-b,0.0));
  -//}
  -
   float sdCylinder( vec3 p, float r )
   {
     return length(p.xz)-r;
  
positive.code: 	{	
  		// Light with shadow
  		vec3 posLightOrigo = lightBModifyPos(pos);
  		float shadow = shadow(pos, normalize(-posLightOrigo), 0.1, length(posLightOrigo));
  		//if (shadow != 0.0) // TODO: Test if this gives better performance
  		addLight(diffuse, specular, normal, eye, posLightOrigo, lightB(posLightOrigo).rgb, shadow);
  	}
  
negative.code: 	return res;
  }
  
  #ifdef SHADOWS
  float shadowFunction(in vec3 ro, in vec3 rd, float mint, float maxt)
  {
      float t = 0.1;
      for(float _ = 0.0; _ == 0.0; _ += 0.0)
  