 }
 
 #define weight2 weight1
-#else
+#elif 0
 // uncomment to use pure path tracing
 #define weight1(a,b) 1.0
 #define weight2(a,b) 0.0
+#else
+// uncomment to use only direct lights (if bounces == 1)
+#define weight1(a,b) 0.0
+#define weight2(a,b) 1.0
 #endif
 
 void main() {

                    probThis = 1.0;
                }

                cur_color += intensity * ray_color * emission * weight1(probThis, probOther);
            }

            // visibility test

    return ((jittered_pos / resolution.xy) * 2.0 - 1.0) * vec2(1.0, aspect);
}

// secene geometry
#define OBJ_NONE 0
#define OBJ_SPHERE_1 1
