     } 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
+#endif
 
     gl_Position = gl_ProjectionMatrix * vertexWorldPos;
 }

varying vec3 eyeVec;
varying vec3 lightDir;

varying float flickering = 0.0;

uniform float time;
uniform float wavingCoordinates[32];


	float distance = length(vertexWorldPos);

#ifdef FLICKERING_LIGHT
	flickering = (sin(timeToTick(time, 1.0) + 1.0) / 32.0);
#else
	flickering = 0.0;
#endif

#ifdef ANIMATED_WATER_AND_GRASS
    vec3 vertexChunkPos = vertexWorldPosRaw.xyz + chunkOffset.xyz;

    if (distance < 64.0) {
