 	// get frag pos in view space
 	vec3 fragPosVspace = getFragPosVSpace();
 
-#if defined(POINT_LIGHT)
+#if POINT_LIGHT
 	fColor = doPointLight(fragPosVspace);
-#elif defined(SPOT_LIGHT)
+#elif SPOT_LIGHT
 	fColor = doSpotLight(fragPosVspace);
-#endif // spot light
+#else
+#	error "See file"
+#endif
 
 	
 	//fColor = vec3(texture(msDepthFai, vTexCoords).r);

{
	float depth = texture(msDepthFai, vTexCoords).r;

	/*if(depth == 1.0)
	{
		discard;
	}*/

	vec3 fragPosVspace;
	fragPosVspace.z = -planes.y / (planes.x + depth);

#pragma anki start fragmentShader

#pragma anki include "shaders/Pack.glsl"

#define DISCARD 1

/// @name Uniforms
/// @{
