anchor.diff:  """;
   
   
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   //https://github.com/skurmedel/webglmat/blob/master/src/shaders/metal_fs.glsl
   const FS2 =
       """
  
positive.code: 
  
  // TODO :
  //  http://d.hatena.ne.jp/hanecci/20140423/p1
  //  http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
  
  class TestPhysicallyBasedLighting extends Scene {
    TestPhysicallyBasedLighting(Camera camera) : super(camera);
  
negative.code:       (m.material as ShaderMaterial).afterBinding = (ShaderMaterial material, Mesh mesh, Matrix4 worldMatrix) {
          graphicsDevice.bindTexture("GgxDFV", ggx);
          graphicsDevice.bindTexture("diffuseSampler", diffuseTexture);
          if (bumpTexture != null) {
            graphicsDevice.bindTexture("bumpSampler", bumpTexture);
          }
          graphicsDevice.bindInt("type", type);
  