anchor.diff:  
     // Since our distance field is not signed,
       // backstep when calc'ing normal
  -  vec3 normal = getNormal(pos-dir*normalDistance*3.0);  
  +  vec3 normal = getNormal(pos-dir*normalDistance*3.0, scale);
   
     int material = 0;
  -  DE2(pos, material);
  +  DE2(pos, material, scale);
     
     vec3 color = getColor(normal, pos, material); 
     vec3 light = getLight(color, normal, dir, material);
  
positive.code: 
  
  
  vec3 offset = vec3(1.0+0.2*(cos(time/5.7)),0.3+0.1*(cos(time/1.7)),1.).xzy;
  
  
  float DE2(vec3 z, out int mat) { 
   float sphere = abs(length(z))-15.0;
   z*= scale;
   float base = (cos(z.x) * sin(z.y) + cos(z.y) * sin(z.z) + cos(z.z) * sin(z.x));
  
negative.code:   // Get direction for this pixel
    vec3 rayDir = normalize(camDir + (coord.x*camRight + coord.y*camUp)*FieldOfView);
    
    gl_FragColor = rayMarch(camPos, rayDir, scale);
  }
  
  """;
  