anchor.diff:  
   vec3 phong2(vec4 position, vec4 normal, lightSource ls) {
   
  -
     vec3 eyePosition = normalize(uCameraPosition);
     vec3 lightPosition = normalize(ls.position);
     vec3 P = normalize(position.xyz);
  
positive.code:   return ambient + diffuse + specular;
  }
  
  
  """;
  
  
negative.code:   //                computeLight(vPosition, vNormal, 0.0, 0.0, uLight2) + 
    //                computeLight(vPosition, vNormal, 0.0, 0.0, uLight3);
  
    vec3 lighting = phong3(vPosition, vNormal, uLight0);
  
    gl_FragColor = vec4(lighting, 1.0);
  }
  