anchor.diff:  }
   
   void main(void) {
  -  
  -  // ${oFragColor} = vec4(${vColor}, 1.0);
  +  ColorComponents acc = CombinedLight(${vPosition},
  +                                      ${vNormal},
  +                                      ${uEyePosition},
  +                                      ${uLightDescs},
  +                                      ${uLightTypes},
  +                                      ${uShininess});
  +                                    
     float edge = Edge(${uTexture}, ivec2(gl_FragCoord.xy));
  -  vec4 color;
     vec4 info = texelFetch(${uTexture}, ivec2(gl_FragCoord.xy), 0);
  -  if (edge > 0.5) {
  -    color.rgb = vec3(0.0); // vec3(edge / (100.0 * info.w));
  -  } else {
  -    color.rgb = texture(${uTexture2}, ${vTexUV}).rgb;
  -  }
  -  color.a = 1.0;
  -  ${oFragColor} = abs(color);
  +  if (edge > 0.3) {
  +      //${oFragColor}.rgb = vec3(0.0); 
  +      ${oFragColor}.rgb = vec3(0.5 - edge); 
  +     // ${oFragColor}.rgb = vec3(edge / (100.0 * info.w));
  +    return;
  +  } 
  +    
  +  ${oFragColor}.rgb = texture(${uTexture2}, ${vTexUV}).rgb * 0.5 + 
  +                      acc.diffuse +
  +                      acc.specular;
   }
     """
  +  ], prolog: [
  +    StdLibShader
     ]);
   
   //
  
positive.code:   final ChronosGL cgl = ChronosGL(canvas, faceCulling: false)
      ..clearColor(0.5, 0.5, 0.5, 1.0);
  
    final dynamic ext = cgl.getExtension("EXT_color_buffer_float");
    if (ext == null) {
      HTML.window.alert("extension not available: EXT_color_buffer_float");
    }
    OrbitCamera orbit = OrbitCamera(100.0, 0.0, 0.0, canvas);
  
    Perspective perspective = Perspective(orbit, 0.1, 1000.0);
  
    final width = canvas.clientWidth;
    final height = canvas.clientHeight;
  
negative.code:     LoadImage("../asset/noise.png"),
    ];
  
    Future.wait(futures).then((List list) {
      Texture noise =
          ImageTexture(cgl, "noise", list[0], TexturePropertiesMipmap);
      render.mat.SetUniform(uTexture2, noise);
      animate(0.0);
    });
  }
  