 	// Lambert term
 	float lambertTerm = dot(normal, lightDir);
 
-	/*if(lambertTerm < 0.0)
+#if DISCARD
+	if(lambertTerm < 0.0)
 	{
 		discard;
-	}*/
+	}
+#else
 	lambertTerm = max(0.0, lambertTerm);
+#endif
 
 	// Diffuse
 	vec4 diffuseAndSpec = unpackUnorm4x8(msAll[0]);

#pragma anki start fragmentShader

#pragma anki include "shaders/Pack.glsl"

/// @name Uniforms
/// @{

		vec3 lightTexCol = textureProj(lightTex, texCoords2.xyz).rgb;
		float att = getAttenuation(fragLightDist);

#if SHADOW
		return lightTexCol * color * (shadowCol * att);
#else
		return lightTexCol * color * att;
