anchor.diff:  		    (setf turn (unjitter-axis (- 0.0 (cast (deref axes) f64))))
   		    (scroll-cb win 0.0 (unjitter-axis (cast (deref (+ axes 4)) f64)))
   		    )))
  -	    (setf player-dir (vec2turn player-dir (* turn 0.1))))
  +	    (setf player-dir (vec2turn player-dir (* turn 0.1)))
  +
  +	    )
   	  (setf cam-pos (deref (+ points (cast (- points-cnt 1) i64))))
  -	  (update-leaves cam-pos (vec2:rot90 player-dir))
  +	  (let ((v (vec2-normalize (vec2:rot90 player-dir))))
  +	    (update-leaves cam-pos v)
  +	    )
   	  (load-points))
   	
   	
  
positive.code: uniform vec2 cam_size;
  uniform vec2 dir;
  void main(){
    vec2 v2 = vec(-dir.y, dir.x);
    vec2 v = dir * vertex_position + v2 * vertex_position;
    gl_Position = vec4((v * size + offset - cam) / cam_size * 2.0,0.0,1.0);
  }
  ")
  
negative.code: 	  ))
        
        ;(setf speed (* 0.9995 speed))
        (gl:uniform dir-loc (vec 1 0))
        (gl:clear gl:color-buffer-bit)
        (gl:uniform cam-size-loc cam-size)
        (gl:uniform cam-loc cam-pos)
  