anchor.diff:  
   == General Syntax
   
  -Material definitions and material instance files are formatted similarly to curly-bracket languages, in other words, you have “blocks and other “blocks nested in them, surrounded by curly-brackets. There are statements inside the blocks, the next statement begins after a new line, or a semi-colon to allow two statements on the same line. Comments are made by prefixing with two slashes, the `/* */` style comments are not allowed.
  +Material definitions and material instance files are formatted similarly to curly-bracket languages, in other words, you have "`blocks`" and other "`blocks`" nested in them, surrounded by curly-brackets. There are statements inside the blocks, the next statement begins after a new line, or a semi-colon to allow two statements on the same line. Comments are made by prefixing with two slashes, the `/* */` style comments are not allowed.
   
   *Example:*
   
  
positive.code: 
  In this section, the statements and nested blocks that are allowed inside the Technique block will be described.
  
  The two most important statements, are the `FragmentShader` and `VertexShader` statements. These statements specify the shader to use for the technique, and are required inside the “Default technique. Both operate in the same way, after the statement, the language of the shader is specified, usually with a version number as well, for example `GLSL100` for OpenGL Shading Language version 1.00. Followed by a colon and an absolute path for an asset describing the actual shader source code. For GLSL, it is permitted to specify .glsl, .frag, and .vert files.
  
  When the material is applied to an object, the shader has its uniforms set based on the material parameter values specified in the material instance. but the parameter is prefixed with an“m_.
  
  For example, assuming the parameter `Shininess` is defined in the MaterialParameters block like so:
  
  
negative.code: uniform float g_Time;
  ----
  
  The `g` letter stands for "`global`", which is considered a synonym with "`world`" in the context of parameter scope.
  
  There are many world parameters available for shaders, a comprehensive list will be specified elsewhere.
  
  