 
 	// Reflectance equation
 	vec3 Lo = vec3(0.0);
-	for (int i = 0; i < NUMBER_POINT_LIGHTS; ++i)
+	for (int i = 0; i < NUM_POINT_LIGHTS; ++i)
 	{
 		if (uboConstant.pointLights[i].enabled == 0)
 		{

layout (binding = 4) uniform samplerCube prefilterMap;
layout (binding = 5) uniform sampler2D depthBuffer;
layout (binding = 6) uniform sampler2D ssaoBuffer;
layout (binding = 7) uniform sampler2DArray shadowMap;

layout (binding = 8) uniform sampler2D normalRoughnessTex;
layout (binding = 9) uniform sampler2D albedoMetallicTex;

	mat4 invView;
	mat4 invProj;
	DirectionalLight dirLight;
	PointLight pointLights[NUM_POINT_LIGHTS];
	// Cascading Shadow Map Data
	mat4 cascadeViewProjMats[NUM_CASCADES];
	vec4 cascadeDepthSplits;
