@@ -10,7 +10,7 @@ vec3 shadowMask = vec3( 1.0 );
float shadow = 0.0;
-#if defined( POINT_LIGHT_SHADOWS )
+#ifdef POINT_LIGHT_SHADOWS
// to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine
// whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)
@@ -16,7 +16,7 @@
}
- #if defined(POINT_LIGHT_SHADOWS)
+ #ifdef POINT_LIGHT_SHADOWS
// adjustShadowValue1K() upacks the depth value stored in @textureData, adds @bias to it, and then
// comapres the result with @testDepth. If @testDepth is larger than or equal to that result, then