     shadow = 0.0;
   } else {
     lightPos.z -= 0.0008;
-    lowp float lightDepth = texture2D(uPointShadowLightShadowMap[index],
+    lowp float lightDepth = texture2D(uPointShadowLightShadowMap[0],
       lightPos.xy).r;
     shadow = lightPos.z > lightDepth ? 1.0 : 0.0;
   }

  lowp vec2 phong = calcPhong(lightDir, viewDir, normal);

  // Shadow
  lowp vec4 lightPos4 = vPointShadowLightPos[index];
  lowp vec3 lightPos = lightPos4.xyz / lightPos4.w;
  lightPos = lightPos * 0.5 + 0.5;


lowp vec3 calcPointShadow(const int index, MaterialColor matColor, lowp vec3 viewDir,
  lowp vec3 normal
) {
  PointShadowLight light = uPointShadowLight[0];
  #ifdef USE_TANGENT_SPACE
    lowp vec3 lightDir = vTangent * light.position - vTangentFragPos;
  #else
