 GeometricContext geometry = GeometricContext( mvPosition.xyz, normalize( transformedNormal ), normalize( -mvPosition.xyz ) );
 GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.normal, geometry.viewDir );
 
-	vLightFront = vec3( 0.0 );
+vLightFront = vec3( 0.0 );
+
 #ifdef DOUBLE_SIDED
 	vLightBack = vec3( 0.0 );
 #endif

				vLightFront += getHemisphereIndirectLightColor( hemisphereLights[ i ], geometry );

				#ifdef DOUBLE_SIDED
			
					vLightBack += getHemisphereIndirectLightColor( hemisphereLights[ i ], backGeometry );

				#endif

		// dotNL is always one, and diffuseColor is vec3(1.0), thus the result is equivalent to summing indirectDiffuse lights
		//float frontDotNL = saturate( dot( geometry.normal, frontIndirectLight.direction ) );
		//vLightFront += frontDotNL * frontIndirectLight.color * BRDF_Diffuse_Lambert( diffuse );

		vLightFront += ambientLightColor;

		#ifdef DOUBLE_SIDED

			vLightBack += ambientLightColor;

		#endif
