anchor.diff:  
   ----
   
  -Same as for the Vertex shader. note that the color1 is not declared, because it's directly replaced by the material parameter.
  +Same as for the Vertex shader. Note that the color1 is not declared, because it's directly replaced by the material parameter.
   
   
   [IMPORTANT]
   ====
  -As a rule of thumb you should not assign a value to an input. input are likely to be material paramters or  outputs from other shaders and modifying them may cause unexpected behavior, even failure in your resulting shader.
  +As a rule of thumb you should not assign a value to an input. Inputs are likely to be material paramters or outputs from other shaders and modifying them may cause unexpected behavior, even failure in your resulting shader.
   ====
   
   
   For more explanations and design decisions please refer to the +++<abbr title="specification">spec</abbr>+++ here 
  -link:https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing[https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing]
  -
  -Thank you for the brave ones that came through all this reading. i'm not gonna offer you a prize in exchange of a password, because we ran out of JME thongs…
  +link:https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing[https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing].
  +
  +Thank you for the brave ones that came through all this reading. I'm not gonna offer you a prize in exchange of a password, because we ran out of JME thongs…
  
positive.code: == Shader Node code
  
  The shader code associated with a Shader node is similar to any shader code. +
  the code for a Vertex shader node should be in a .vert file and the code for a Fragment shader node should be in a .frag file.
  It has a declarative part containing variable declaration, function declaration and so on… And a main part that is embed in a “void main(){} block. +
  Input and output variables declared in the shader node definition can be used *without* being declared in the shader code. ( they shouldn't even or you'll have issues). +
  Here is a the code of the LightMap.frag shader. 
  
negative.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]
  ====
  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]
  ----
  