 lowp vec3 calcPointShadow(const int index, MaterialColor matColor, lowp vec3 viewDir,
   lowp vec3 normal
 ) {
-  PointShadowLight light = uPointShadowLight[index];
+  PointShadowLight light = uPointShadowLight[0];
   #ifdef USE_TANGENT_SPACE
     lowp vec3 lightDir = vTangent * light.position - vTangentFragPos;
   #else

  lowp vec2 phong = calcPhong(lightDir, viewDir, normal);

  // Shadow
  lowp vec4 lightPos4 = vPointShadowLightPos[index];
  lowp vec3 lightPos = lightPos4.xyz / lightPos4.w;
  lightPos = lightPos * 0.5 + 0.5;


    shadow = 0.0;
  } else {
    lightPos.z -= 0.0008;
    lowp float lightDepth = texture2D(uPointShadowLightShadowMap[0],
      lightPos.xy).r;
    shadow = lightPos.z > lightDepth ? 1.0 : 0.0;
  }
