anchor.diff:  
   === Example: Adding Color Keying to the Lighting.j3md Material Definition
   
  -Color Keying is useful in games involving many players. It consists of adding some +
  -player-specific color on models textures. +
  -The easiest way of doing this is to use a keyMap which will contain the amount of +
  -color to add in its alpha channel. +
  -Here I will use this color map: link:http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg] +
  -to blend color on this texture: link:http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg] 
  -
  -We need to pass 2 new parameters to the Lighting.j3md definition, MaterialParameters section :
  +Color Keying is useful in games involving many players. It consists of adding some player-specific color on models textures. The easiest way of doing this is to use a keyMap which will contain the amount of color to add in its alpha channel. 
  +
  +Here I will use this color map: link:http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg] to blend color on this texture: link:http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg] 
  +
  +We need to pass 2 new parameters to the Lighting.j3md definition, MaterialParameters section:
   
   [source,java]
   ----
  
positive.code: 
  ----
  
  For integer and floating point parameters, the define will contain the value that was set. +
  For all other types of parameters, the value 1 is defined. +
  If no value is set for that parameter, the define is not declared in the shader.
  
  Those material parameters will be sent from the engine to the shader as follows,
  
negative.code: 
  == How to use shaders in JME3
  
  
  You probably heard that JME3 is "`shader oriented`", but what does that mean? + 
  Usually, to use shaders you must create a program. This program specifies the vertex shader and the fragment shader to use. JME3 encloses this in the material system. Every material in JME3 uses shaders. 
  
  For example let’s have a look at the SolidColor.j3md file : 
  
  [source,java]
  