 
   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;


  vec3 irrad = vec3(0.0);

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


    outColor.rgb += translColor;    
  }

  if (gridPosValid)
  {
    // Point lights
    const uint lightCount = lightIndices[clusterIdx];
