 		vec3 lightTexCol = textureProj(lightTex, texCoords2.xyz).rgb;
 		float att = getAttenuation(fragLightDist);
 
-#if defined(SHADOW)
+#if SHADOW
 		return lightTexCol * color * (shadowCol * att);
 #else
 		return lightTexCol * color * att;

	// get frag pos in view space
	vec3 fragPosVspace = getFragPosVSpace();

#if defined(POINT_LIGHT)
	fColor = doPointLight(fragPosVspace);
#elif defined(SPOT_LIGHT)
	fColor = doSpotLight(fragPosVspace);
#endif // spot light

	
	//fColor = vec3(texture(msDepthFai, vTexCoords).r);

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