 // Deferred PBR Combine
 
 #define QUALITY_LEVEL_HIGH 1
-#define NUMBER_POINT_LIGHTS 8
+#define NUM_POINT_LIGHTS 8
 #define NUM_CASCADES 4
 
 #extension GL_ARB_separate_shader_objects : enable

layout (binding = 4) uniform samplerCube prefilterMap;
layout (binding = 5) uniform sampler2D depthBuffer;
layout (binding = 6) uniform sampler2D ssaoBuffer;
layout (binding = 7) uniform sampler2DArray shadowMap;

layout (binding = 8) uniform sampler2D normalRoughnessTex;
layout (binding = 9) uniform sampler2D albedoMetallicTex;


	// Reflectance equation
	vec3 Lo = vec3(0.0);
	for (int i = 0; i < NUM_POINT_LIGHTS; ++i)
	{
		if (uboConstant.pointLights[i].enabled == 0)
		{
