 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 
 	if (!sc_disable_directional_lights) { //directional light
-
+#ifndef SHADOWS_DISABLED
 		// Do shadow and lighting in two passes to reduce register pressure
 		uint shadow0 = 0;
 		uint shadow1 = 0;

			}
		}

		for (uint i = 0; i < 8; i++) {
			if (i >= scene_data.directional_light_count) {
				break;

			// We're not doing light transmittence

			float shadow = 1.0;
#ifndef SHADOWS_DISABLED
			if (i < 4) {
				shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
			} else {
				shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
			}
#endif
			blur_shadow(shadow);

			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
