anchor.diff:      #define DL 2.399963229728653
       #define EULER 2.718281828459045
       
  -    float width = ${uCanvasSize}.x;
  -    float height = ${uCanvasSize}.y;
  -    float cameraFarPlusNear = ${uCameraFar} + ${uCameraNear};
  -    float cameraFarMinusNear = ${uCameraFar} - ${uCameraNear};
  -    float cameraCoef = 2.0 * ${uCameraNear};
  -    
  +
  +
       const int samples = 8;
       const float radius = 5.0;
       const bool useNoise = false;
  
positive.code:     }
      
      void main() {
        vec2 noise = rand( ${vTextureCoordinates} );
        float depth = readDepth( ${vTextureCoordinates} );
        float tt = clamp( depth, aoClamp, 1.0 );
  
negative.code:         final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );
        }
        ${oFragColor} = vec4( final, 1.0 );
        //${oFragColor} = vec4( color, 1.0 );
      }
      
      """;
  