 	return x;
 }
 
-mediump vec3 SHEvalLinearL2(mediump vec4 normal)
+mediump vec3 shEvalLinearL2(mediump vec4 normal)
 {
 	mediump vec3 x1,x2;
 	// 4 of the quadratic (L2) polynomials



#ifdef INDIRECTLIGHT
mediump vec3 SHEvalLinearL0L1(mediump vec4 normal)
{
	mediump vec3 x;
	// Linear (L1) + constant (L0) polynomial terms

{
	vec3 nenormal = vec3(-normal.x,normal.y,normal.z);
	#ifdef INDIRECTLIGHT
		ambient = shEvalLinearL0L1(vec4(nenormal, 1.0));
		ambient += shEvalLinearL2(vec4(nenormal, 1.0));
		ambient = max(vec3(0, 0, 0), ambient);
	#endif
		ambient = LayaLinearToGammaSpace(ambient);
