anchor.diff:    (gl:enable :blend :depth-test :line-smooth :point-smooth :polygon-smooth :texture-2d :cull-face)
     (%gl:blend-func :src-alpha :one-minus-src-alpha)
   
  +  (setf node (make-instance 'clinch:node))
   
     (setf shader (make-instance 'clinch:shader
   			      :name "shader"
  
positive.code: 			       -0.5  0.5 -0.5 
  			       -0.5  0.5  0.5)))
  
    (setf triangle-indices-buffer 
  	(make-instance 'clinch:buffer :qtype :unsigned-int
  		       :target :element-array-buffer
  		       :Stride 1
  		       :data '(0  1  2 
  			       2  1  3
  			       4  5  6
  			       6  5  7
  			       8  9 10 
  			       10  9 11
  			       12 13 14 
  			       14 13 15
  			       16 17 18 
  			       18 17 19
  			       20 21 22 
  			       22 21 23)))
  
    (setf triangle-normal-buffer 
  	(make-instance 'clinch:buffer 
  		       :Stride 3
  		       :data '(0.0 0.0 1.0
  
negative.code: void main() {
              gl_Position = ftransform();
  
              float power = max(dot(lightDirection,
                                    normalize(gl_NormalMatrix * gl_Normal)),
                                0);
              fragmentColor = vec4(vertexColor * (ambientLight + (lightIntensity * power)), 1.0);
  }")
  
  
  