void Gerstner() {
    // #ifdef CALCULATE_NORMALS
    nrml += GerstnerNormal4( position, amplitude, frequency, speed, directionAB, directionCD, normalStr );
    // #endif
  }



// #include "ShadowCoord"




vec4 a = vec4(1.0 ,1.0,3.0,4.0);




float a = 1.0;
float b = 2.0;
((a) < ( b) ? (1.0 ) : ( b));
