     Ls = pow(Ls, uShininess);
 
   fragColor =
+\n#ifdef SHADOWMAP\n
+  visibility * (
+\n#endif\n
+
 \n#ifdef DIFFUSE_TEX\n
   lightc * texture(uDiffuseTex, DIFFUSE_TEX_COORD) * Ld
 \n#elif defined(DIFFUSE_COLOR)\n

  vec4  lightc;
  vec3  L, H;
  float a, Ld, Ls;

  switch (lightType) {
    case SpotLight:

\n#elif defined(SPECULAR_COLOR)\n
  +  lightc * uSpecular * Ls
\n#endif\n
                
\n#ifdef SHADOWMAP\n
  )
\n#endif\n
;

}
