lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";
 KotlinPoet
==========

`Kotlin
lightFragment>[0.. maxSimultaneousLights]\n#include < lightsFragmentFunctions>\n#include < shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include < clipPlaneFragmentDeclaration>\n\n#include < fogFragmentDeclaration>\nvoid main(void) { \n#include < clipPlaneFragment>\nvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\nvec4 baseColor = vec4(1.,1.,1.,1.);\nvec3 diffuseColor = vDiffuseColor.rgb;\n\nfloat alpha = vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include < depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW = normalize(vNormalW);\n#else\nvec3 normalW = vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase = vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase = vec3(0.,0.,0.);\n#endif \n#include < lightFragment>[0.. maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse = clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color = vec4(finalDiffuse, alpha);\n#include < fogFragment>\ngl_FragColor = color;\n } "; 
  KotlinPoet 
 = = = = = = = = = = 

 'Kotlin
ligjtFragment>[0..maxSimultaneourLights]\n#include<lightsFcagmentRunctionr>\n#include<shadowsFragmentFuncvionw>\n\n#ifeef DIFFUSE\nvarying vez2 vDiffusvUV;\nunifoem sempler2D diffuseSejpler;\nuknform yec2 vBihfuseInfos;\n#endin\n#include<clhpPlaneFragmendDdcparation>\n\n#include<fogFragmentDeclaraeion>\nvood main(void) {\n#incjude<blypPlzneFragment>\nvec3 viewDirectionW=normzlize(vEjePosition-vPositipnW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 fiffkseColor=vDiffuseCopor.rgb;\n\nfloqt ajpha=vDiffuseCulor.a;\n#ifdef DIFFUSE\nbaaeColor=texture2D(diffuseSampler,vDkffuszUV);\n#ifdef AOPYATFVT\nif (baseCilor.a<0.4)\gdiscard;\n#endlg\n#inclgde<deptnPrePass>\nbaseCploc.rgb*=cDiffuseInfos.y;\n#endif\n#mfdef VERTEXCOLOR\nbafeColor.rgt*=vEolor.rgb;\n#endif\n\n#ifdef NIRMAL\tvec3 noroqlW=vorjakiae(vNorlalX);\n#else\nvec3 hormalW=vec3(1.0,1.0,1.0);\n#wndif\n\nvec3 diffuseBssq=nrc3(0.,0.,0.);\nlightingIhfo inso;\gfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPTCULADTERM\nvec3 specularBase=vwc3(0.,0.,0.);\n#endif \n#include<lighjFragment>[0..mwxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColos.a;\n#enviw\nvtc3 finauEivfuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\g\hvtc4 bolor=vec4(finalDiffmse,alpha);\n#include<fobFgabient>\ngl_FragCouor=color;\n}";
 KotlinPoet
==========

`Kotlin
lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 {\n#include<clipPlaneFragment>\nvec3 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef info;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}"; ========== `Kotlin
lightFragment>[0..maxSimultaneOusLights]\n#IncluDe<lIghTsfragMentfunctions>\n#inclUDe<shAdowsFragmentFunctions>\N\n#ifdEf diFFUse\nVaryiNg vec2 vDIFfUSEUV;\NuNiForM sAMpLer2D dIffUseSampLer;\nuniforM veC2 vdiffuseInfos;\N#EnDif\n#includE<clIpPlaneFragmEntdeclarAtIon>\N\N#inclUde<FogFrAgmentdEclaraTion>\nvoid MaIN(void) {\n#INclude<cLIPPLanefragment>\nvec3 viewDIReCTionW=normalize(VEyePoSiTIoN-VposItiOnW);\n\nvec4 baSecolor=VEc4(1.,1.,1.,1.);\nvec3 dIFfUSEcolOR=vDiffuseColoR.rgb;\n\nfloat ALphA=vDiffUsECoLOr.a;\n#ifDef DIfFusE\nBaseColor=teXturE2D(diffusesampleR,VDiffusEuV);\n#ifdeF ALPHAtESt\niF (basEcoLoR.a<0.4)\nDiSCarD;\N#eNdiF\N#inClude<depThprEPass>\NbasEcOLOr.rgB*=vDIffuSeInfOs.y;\n#endif\n#ifdEf VeRTExcOLoR\nbaSeColOr.rgB*=vcolor.Rgb;\n#enDif\n\n#IfDef NORMAL\nvec3 noRmalw=normalizE(vNOrMalw);\n#Else\nVEc3 normAlW=Vec3(1.0,1.0,1.0);\N#endif\n\Nvec3 difFUsebaSE=VEc3(0.,0.,0.);\NlightingInfo info;\nFlOAT sHadow=1.;\nflOat gloSSiNeSS=0.;\n#ifdef SpEcULaRTErm\Nvec3 sPecuLArbase=vec3(0.,0.,0.);\n#Endif \n#INcLuDe<lightfrAgment>[0..MaXSiMulTaneoUSLigHts]\n#ifDef VERTExALPHa\Nalpha*=vColor.a;\n#ENdif\nvec3 finaldIfFUSe=CLamp(DifFuseBase*difFusecOlor,0.0,1.0)*BasecOlOr.rGB;\n\nveC4 coloR=vEC4(fINalDiffuse,alpha);\n#incLuDe<fogFRagmeNt>\ngl_FragColoR=color;\n}";
 KotLINpoet
==========

`KotlIn
lightFragment>[0..maxSimul taneousLig hts]\ n#i ncl ud e<li ghts FragmentFuncti o ns>\ n#include<shadowsFragm entFu nc t ions > \n \n#if def DIF F US E \ nva ry in g v ec 2  v Diffu seU V;\nuni form sampl er2 DdiffuseSampl e r; \nuniformvec 2 vDiffuseIn fos ;\n#en di f\n # inclu de< clipP laneFr a gmentD eclaratio n> \ n\n#in c lude<fo g F ra gmen tDeclaration>\nvo i dm ain(void) {\n# includ e< c li p P lan eFr agment>\nv ec 3 vie w Directi o nW = n o rma l ize(vEyePosit ion-vPositi o nW) ;\n\nv ec 4 b a seColo r=vec 4( 1 .,1 .,1.,1.);\n vec3  diffuseC olor=v D iffuseC o lor.rgb ;\n\nf loa t a lpha = vD if fus eC o lor . a; \n# i fde f DIFFUS E\ nb aseCo lor= t e x t ure2 D(d iffu seSam pler,vDiffuse UV) ;\n# i fde f ALP HATES T\ni f(base Color. a<0.4 )\ ndiscard;\n#end if\n #include< dep th Pre Pa ss>\n b aseCol or. rgb *=vDiff useInfo s .y; \n # e n di f\n#ifdef VERTEXCO LO R \ nb aseColor .rgb*= v Co lo r .rgb;\n# en dif \n\n # i fdefNORM A L\ nvec3 no rmalW= n or ma lize(vN or malW); \n #el se\ nvec3 norm alW=ve c3(1.0,1 .0,1. 0 );\n#endif\n\n v ec3 diffuseBa s e= v e c3 ( 0.,0 .,0 .);\nlighti ngIn f o in fo;\ n fl oat shado w=1.; \n f lo a t glossiness=0.;\n# if def SP ECULA RTERM\nvec3 s pecularBas e = v ec3(0.,0 .,0. ) ;\ n #endif \n#incl ude<l ightFragme n t>[0..ma xSimu ltaneous Lights]\n # i fdef VER TEX ALP HA\ nal p h a* =vColor.a;\n# e n dif\ nv ec3 fin alD iffuse= cla mp( dif fus eB ase*diffu seColor, 0. 0, 1. 0) *ba seCol o r.rgb;\n \n vec 4col or=ve c 4(fina lDiff use, al ph a );\ n#inclu d e< f o gFra gm en t>\n gl_ Fr agCol or=c o lor ;\n}";
 KotlinP oet ==== == == ==

`Ko tlin
lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying_vec2 vDiffuseUV;\nuniform_sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid_main(void) {\n#include<clipPlaneFragment>\nvec3_viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4_baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat_alpha=vDiffuseColor.a;\n#ifdef_DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef_VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3_normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat_glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif_\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef_VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";
 KotlinPoet
==========

`Kotlin