 
 	uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];
 
-	vec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { 
-	
+	vec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {
+
 		float dotNL = dot( geometry.normal, hemiLight.direction );
 		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
 


	uniform PointLight pointLights[ MAX_POINT_LIGHTS ];

	IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) { 
	
		IncidentLight directLight;
	
		vec3 lVector = pointLight.position - geometry.position; 
		directLight.direction = normalize( lVector ); 
	
		directLight.color = pointLight.color; 
		directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay ); 
	
		return directLight;
	}


			// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
			// of a specular cubemap, or just the default level of a specially created irradiance cubemap.

			#if defined( TEXTURE_CUBE_LOD_EXT )

				vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );

			#else

				// force the bias high to get the last LOD level as it is the most blurred.
				vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );

			#endif
		#else

			vec3 envMapColor = vec3( 0.0 );

		#endif

