anchor.diff:  			      :fragment-shader-text fragment-shader-source
   			      :attributes '(("vertexColor" :float))
   			      :uniforms   '(("ambientLight" :float)
  -					    ("lightIntensity" :float)
  +			       		    ("lightIntensity" :float)
   					    ("lightDirection" :float))
   			      ))
     
  -
  -  (setf triangle-point-buffer 
  +  (setf cube-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 cube-point-buffer 
   	(make-instance 'clinch:buffer 
   		       :Stride 3
   		       :data '(-0.5 -0.5  0.5
  
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: (ql:quickload :cl-glfw)
  (ql:quickload :clinch)
  
  (defvar viewport)
  (defvar projection-matrix)
  
  (defvar node)
  (defvar frame-count)
  
  
  ;; shader
  (defvar shader)
  
  ;; cube entity
  (defvar cube)
  
  ;; cube index buffer
  (defvar cube-indices-buffer)
  
  ;; cube vertexes
  (defvar cube-point-buffer)
  
  ;; cube normals
  (defvar cube-normal-buffer)
  
  ;; ambientLight   The lowest amount of light to use. An RGB value.
  (defvar ambientLight '(.2 .2 .2))
  
  ;; lightIntensity The maximum power of the light.    An RGB value.
  (defvar lightIntensity '(.8 .8 .8))
  
  ;; lightDirection The direction of the light source. An XYZ normal value.
  (defvar lightDirection '(0.5772705 0.5772705 0.5772705))
  
  ;; vertexColor is the color value of the vertex
  (defvar cube-color-buffer)
  
  ;; fragmentColor takes the vertexColors, mixes them by distance and sends them to the fragment shader
  (defvar vertex-shader-source
    "
  