anchor.diff:  
   ----
   
  -+++<u>*ColorMult input mapping*</u>++++
  +*+++<u>ColorMult input mapping</u>+++* +
   All inputs are mapped here :
   
  -*  *color1 = MatParam.Color* : The first color is assigned to the Color Material parameter declared in the MaterialParameter block of the material definition  
  +*  *color1 = MatParam.Color* : The first color is assigned to the Color Material parameter declared in the MaterialParameter block of the material definition.  
   *  *color2 = Global.color* : The second color is assigned with the Global color variable. this is defaulted to vec4(1.0) (opaque white).
   
   [NOTE]
  
positive.code: **  *GlslVarType* : a valid glsl variable type that will be used in the shader for this input. see link:http://www.opengl.org/wiki/GLSL_Type[http://www.opengl.org/wiki/GLSL_Type] and the “Declare an array chapter
  **  *VarName* : the name of the variable. Note that you can't have several outputs with the same name.
  
  
  * Note that if you use the same name for an input and an ouput, the generator will consider them as the SAME variable so they should be of the same glsl type.*
  
  
  === Example
  
  Here is a typical shader node definition
  
  [source,java]
  ----
  
negative.code: 
  *  +++<u>InputMapping</u>+++ the wiring of the inputs of this node, coming from previous node's outputs or from built in glsl inputs.
  **  *InputVariableName* : the name of the variable to map as declared in the definition.
  **  *Swizzle* : Swizling for the preceding variable. More information on glsl swizzling on this page link:http://www.opengl.org/wiki/GLSL_Type[http://www.opengl.org/wiki/GLSL_Type].
  **  *NameSpace* : The generator will use variable name space to avoid collision between variable names. Name space can be one of these values : 
  ***  *MatParam* : the following variable is a Material Parameter declared in the MaterialParameters block of the materialDefinition.
  ***  *WorldParam* : the following variable is a World Parameter declared in the WorldParameters block of the current technique block. World parameters can be one of those declared in this file : link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/shader/UniformBinding.java[https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/shader/UniformBinding.java]
  ***  *Attr* : the following variable is a shader attribute. It can be one those declared in the Type enum of the VertexBuffer class link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java[https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java].
  ***  *Global* : the variable is a global variable to the shader. Global variables will be assign at the end of the shader to glsl built in outputs : gl_Position for the vertex shader, or to one of the possible outputs of the fragment shader (for example  gl_FragColor). The global variable can have what ever name pleases you, it will assigned in the order they've been found in the declaration to the shader output. *Global variables can be inputs of a shader node. Global variables are forced to be vec4 and are defaulted to the value of the attribute inPosition in the vertex shader and vec4(1.0)(opaque white color) in the fragment shader*.
  ***  *The name of a previous shader node* : this must be followed by and output variable of a the named shader node. This is what allows one to plug outputs from a node to inputs of another.
  
  