 
 	float distance = length(vertexWorldPos);
 
-	#ifdef FLICKERING_LIGHT
+#ifdef FLICKERING_LIGHT
 	flickering = (sin(timeToTick(time, 1.0) + 1.0) / 32.0);
-	#endif
+#else
+	flickering = 0.0;
+#endif
 
-    #ifdef ANIMATED_WATER_AND_GRASS
+#ifdef ANIMATED_WATER_AND_GRASS
     vec3 vertexChunkPos = vertexWorldPosRaw.xyz + chunkOffset.xyz;
 
     if (distance < 64.0) {

    } else if (gl_TexCoord[0].x >= lavaCoordinate.x && gl_TexCoord[0].x < lavaCoordinate.x + TEXTURE_OFFSET && gl_TexCoord[0].y >= lavaCoordinate.y && gl_TexCoord[0].y < lavaCoordinate.y + TEXTURE_OFFSET) {
        vertexWorldPos.y += sin(timeToTick(time, 0.5) + vertexChunkPos.x + vertexChunkPos.z) * 0.1;
    }
    #endif

    gl_Position = gl_ProjectionMatrix * vertexWorldPos;
}

varying vec3 eyeVec;
varying vec3 lightDir;

varying float flickering;

uniform float time;
uniform float wavingCoordinates[32];
