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

#if defined(SCENE_SHADOW_TYPE ) && defined( RENDERER_IS_RECEIVE_SHADOWS )
#define SCENE_IS_CALCULATE_SHADOWS
#endif

// #include "ShadowCoord"

#define TT 1./** comments 
*/0 // test
#define QQ

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

#define min(X, Y)  ((X) < (Y) ? (TT) : (Y))

#ifdef SCENE_IS_CALCULATE_SHADOWS
    #if SCENE_SHADOW_CASCADED_COUNT == 1
        varying vec3 v_shadowCoord;
    #else
        #include "ShadowCoord"
    #endif
#endif
float a = 1.0;
float b = 2.0;
min(a, b);
