 		float cNdotH = max(dot(N,H), 0.0);
 		float cLdotH = max(dot(L,H), 0.0);
 
-#if defined(LIGHT_USE_ANISOTROPY)
+# if defined(LIGHT_USE_ANISOTROPY)
 
 		float aspect = sqrt(1.0-anisotropy*0.9);
 		float rx = roughness/aspect;

			float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);


			specular_light += .25*clearcoat*Gr*Fr*Dr;
		}
#endif
	}

		float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
		float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);

# else
		float alpha = roughness * roughness;
		float D = D_GGX(cNdotH, alpha);
		float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
# endif
		// F
		float F0 = 1.0; // FIXME
		float cLdotH5 = SchlickFresnel(cLdotH);
