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

				int sampleRadius = 3;
				float spread = 1.75;
				float shadowSampleContrib = uboConstant.dirLight.shadowDarkness / ((sampleRadius*2 + 1) * (sampleRadius*2 + 1));
				vec2 shadowMapTexelSize = 1.0 / textureSize(shadowMap, 0).xy;

				for (int x = -sampleRadius; x <= sampleRadius; ++x)
				{
					for (int y = -sampleRadius; y <= sampleRadius; ++y)
					{
						float shadowDepth = texture(shadowMap, vec3(transformedShadowPos.xy + vec2(x, y) * shadowMapTexelSize*spread, cascadeIndex)).r;

						if (shadowDepth > transformedShadowPos.z + bias)
						{


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