 #pragma anki start fragmentShader
 
 #pragma anki include "shaders/Pack.glsl"
+
+#define DISCARD 1
 
 /// @name Uniforms
 /// @{

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

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

	   texCoords2.w < lightRadius)
	{
		// Get shadow
#if SHADOW
#	if PCF
		float shadowCol = pcfLow(texCoords3);
#	else
		float shadowCol = texture(shadowMap, texCoords3);
