anchor.diff:      //moveCamLeft();
       //moveCamRight();
       
  +    //use texture shader
  +    shader.enable();
  +    shader.pUniform = projectionMatrix;
       shader.mvUniform = _tranMatrix;
  -    
  -    
       boxWithTexture.modifyShaderAttributes();
       boxWithTexture.prerender();
       boxWithTexture.render();
   
  +    
  +    //use simple color shader
  +    objectViewershader.enable();
  +    objectViewershader.pUniform = projectionMatrix;
  +    objectViewershader.mvUniform = _tranMatrix;
       /*
       abox.modifyShaderAttributes();
       abox.prerender();
       abox.render();
  -
  +    */
       hexagon.modifyShaderAttributes();
       hexagon.prerender();
       hexagon.render();
  -    
       strip.modifyShaderAttributes();
       strip.prerender();
       strip.render();
  -    */    
       requestRedraw();
     }
     
  
positive.code:   MotionEngine(WebGL.RenderingContext glContext, Camera camera){
      this.glContext = glContext;
      
      //shader = new ObjectViewerShader(glContext);
      shader = new TextureShader(glContext);
      shader.prepare();
      shader.enable();
      cam = camera;
      
      Vector3 v = new Vector3(0.0, 0.0, -6.0);
      _tranMatrix = new Matrix4.translation(v);
      
      abox = new Box(glContext, shader.program);
      abox.setupBuffers();
      
      hexagon = new Hexagon(glContext, shader.program);
      hexagon.setupBuffers();
      
      strip = new Strip(glContext, shader.program);
      strip.setupBuffers();
      
      boxWithTexture = new BoxWithTexture(glContext, shader.program);
  
negative.code:     var projectionMatrix = cam.projectionMatrix;
      var viewMatrix = cam.lookAtMatrixWithDirection;
      projectionMatrix.multiply(viewMatrix);
      
      //move();
      //moveCamForward();
  