 
 	uniform PointLight pointLights[ MAX_POINT_LIGHTS ];
 
-	void getPointIncidentLight( const in PointLight pointLight, const in GeometricContext geometryContext, out IncidentLight incidentLight ) { 
+	void getPointIncidentLight( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight incidentLight ) { 
 	
 		vec3 lightPosition = pointLight.position; 
 	
-		vec3 lVector = lightPosition - geometryContext.position; 
+		vec3 lVector = lightPosition - geometry.position; 
 		incidentLight.direction = normalize( lVector ); 
 	
 		incidentLight.color = pointLight.color; 


}

void BRDF_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometryContext, const in vec3 specularColor, const in float shininess, inout ReflectedLight reflectedLight ) {

	vec3 halfDir = normalize( incidentLight.direction + geometryContext.viewDir );
	float dotNH = saturate( dot( geometryContext.normal, halfDir ) );
	float dotLH = saturate( dot( incidentLight.direction, halfDir ) );

	vec3 F = F_Schlick( specularColor, dotLH );


	uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];

	void getHemisphereIncidentLight( const in HemisphereLight hemiLight, const in GeometricContext geometry, out IncidentLight incidentLight ) { 
	
		float dotNL = dot( geometry.normal, hemiLight.direction );

		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

		incidentLight.color = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );

		incidentLight.direction = geometry.normal;

	}

#endif
