anchor.diff:  ====
   
   
  -*+++<u>Generated shader code</u>+++* 
  +*+++<u>Generated shader code</u>+++*
   
   [IMPORTANT]
   ====
  
positive.code: 
  [IMPORTANT]
  ====
  Shader Nodes only work if there is no shader declared in the technique. If you want to bypass the Shader Nodes, you can put a VertexShader and a FragmentShader statement in the technique and the shader nodes will be ignored. 
  ====
  
  
  
negative.code: 
  == Motivations
  
  jME3 material system is entirely based on shaders. While it's pretty powerful, this system has some issues and limitations :
  
  *  Monolithic shaders have a serious lack of flexibility, and it can be daunting to get into the code for inexperienced users.
  *  Maintenance ease of such shaders is poor. (for example the whole lighting shaders represent around 500 lines of code, and it could be a lot worse with more features)
  