anchor.diff:   * Fog is added. Fog is used without post-processing! 
    * Texture Blending: 4 diffuse, 4 normal textures can be blended (Like Terrain System). 
   
  -Forum: link:https://hub.jmonkeyengine.org/t/lightblow-shader/16182[https://hub.jmonkeyengine.org/t/lightblow-shader/16182] +
   Software for NormalMaps? making: link:http://shadermap.com/shadermap_pro.php[http://shadermap.com/shadermap_pro.php] +
   Software for CubeMaps? editing: link:https://code.google.com/archive/p/cubemapgen/downloads[https://code.google.com/archive/p/cubemapgen/downloads] +
   Watch following videos:
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  -
  -a|image:sdk/plugin/youtube_knroh_3o2uo[youtube_knroh_3o2uo,width="",height=""]
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  +.YouTube
  +|===
  +
  +a|.LightBlow Shader 
  +image:sdk/plugin/knROh_3o2uo.jpg[youtube_https://youtu.be/knROh_3o2uo,width="",height="",link="https://youtu.be/knROh_3o2uo"]
   
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positive.code: The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
  It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
  In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
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  a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
  
negative.code: I chose to clamp this value inside the frag shader code instead of using java code because I thought this way is faster (better from preformace point of view). You can clamp this values using java code if you want.
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  .YouTube
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  a|.Old Film Effect 
  image:sdk/plugin/CgFzhkq-MKk.jpg[youtu.be/CgFzhkq-MKk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
  a| 
  
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