 		directLight = getSpotDirectLight( spotLight, geometry );
 
 		#ifdef USE_SHADOWMAP
-		directLight.color *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
+		directLight.color *= all( bvec2( spotLight.shadow, length( directLight.color ) > 0.0 ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
 		#endif
 
 		RE_Direct( directLight, geometry, material, reflectedLight );

		directLight = getDirectionalDirectLight( directionalLight, geometry );

		#ifdef USE_SHADOWMAP
		directLight.color *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
		#endif

		RE_Direct( directLight, geometry, material, reflectedLight );

		directLight = getPointDirectLight( pointLight, geometry );

		#ifdef USE_SHADOWMAP
		directLight.color *= all( bvec2( pointLight.shadow, length( directLight.color ) > 0.0 ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;
		#endif

		RE_Direct( directLight, geometry, material, reflectedLight );
