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

#pragma anki start fragmentShader

#pragma anki include "shaders/Pack.glsl"

/// @name Uniforms
/// @{

	// 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]);
