anchor.diff:      shader.uniform(ctx, Semantics.useTextures, false);
   
       if (node is Light) {
  -      _drawLight(node);
  +      //      _drawLight(node);
       } else if (node is Mesh) {
         _drawMesh(node);
       }
  
positive.code:     var shader = pass.shader;
      if (!shader.ready) return false;
      pass.prepare(ctx);
      if (shader.uniforms.containsKey(Semantics.viewMat)) ctx.uniformMatrix4fv(shader.uniforms[Semantics.viewMat].location, false, camera.viewMatrix.storage);
      if (shader.uniforms.containsKey(Semantics.projectionMat)) ctx.uniformMatrix4fv(shader.uniforms[Semantics.projectionMat].location, false, camera.projectionMatrix.storage);
      _setupLights();
      return true;
    }
  