     _diffuse  += _light.diffuse * nDotVP;
     _specular += _light.specular * pf;
 }
-#endif
-
-#ifdef NUM_POINT_LIGHTS
-uniform struct PointLight {
+
+struct PointLight {
     vec4 ambient;
     vec4 diffuse;
     vec4 specular;

    float constantAttenuation;
    // float linearAttenuation;
    // float quadraticAttenuation;
} u_pointLights[NUM_POINT_LIGHTS];

void calculatePointLight(in PointLight _light, in vec3 _eye, in vec3 _ecPosition3, in vec3 _normal, inout vec4 _ambient, inout vec4 _diffuse, inout vec4 _specular){
    float nDotVP;         // normal . light direction

    _diffuse += _light.diffuse * nDotVP * attenuation;
    _specular += _light.specular * pf * attenuation;
}

struct SpotLight {
	  vec4 ambient;
	  vec4 diffuse;
	  vec4 specular;
   	vec4 position;

   	vec3 direction;

   	float spotExponent;
    float spotCutoff;
    float spotCosCutoff;
    float constantAttenuation;
    float linearAttenuation;
    float quadraticAttenuation;
};

void calculateSpotLight(in SpotLight _light, in vec3 _eye, in vec3 _ecPosition3, in vec3 _normal, inout vec4 _ambient, inout vec4 _diffuse, inout vec4 _specular){
    float nDotVP;           // normal . light direction
