     outColor.rgb += translColor;    
   }
 
-  if (isGridPosValid(gridPos))
+  if (gridPosValid)
   {
     // Point lights
     const uint lightCount = lightIndices[clusterIdx];


  vec3 irrad = vec3(0.0);

  if (isGridPosValid(gridPos))
  {
    const uint irradProbeCount = irradProbeIndices[clusterIdx];



  const uvec3 gridPos = calcGridPosForViewPos(posVS, uboPerInstance.nearFar, uboPerInstance.nearFarWidthHeight);
  const uint clusterIdx = calcClusterIndex(gridPos);
  const bool gridPosValid = isGridPosValid(gridPos);

  // Ambient lighting
  const vec3 normalWS = (uboPerInstance.invViewMatrix * vec4(d.N, 0.0)).xyz;
