 	// get frag pos in view space
 	vec3 fragPosVspace = getFragPosVSpace();
 
-#if defined(POINT_LIGHT)
+#if POINT_LIGHT
 	fColor = doPointLight(fragPosVspace);
-#elif defined(SPOT_LIGHT)
+#elif SPOT_LIGHT
 	fColor = doSpotLight(fragPosVspace);
-#endif // spot light
+#else
+#	error "See file"
+#endif
 
 	
 	//fColor = vec3(texture(msDepthFai, vTexCoords).r);

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

	// Lambert term
	float lambertTerm = dot(normal, lightDir);

#if DISCARD
	if(lambertTerm < 0.0)
	{
		discard;
	}
#else
	lambertTerm = max(0.0, lambertTerm);
#endif

	// Diffuse
	vec4 diffuseAndSpec = unpackUnorm4x8(msAll[0]);
