 		directLight.direction = directionalLight.direction;
 
 		return directLight;
+
 	}
 
 #endif

			directLight.color = spotLight.color;
			directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );

		}
		else {

			directLight.color = vec3( 0.0 );
		}

		return directLight;

uniform vec3 ambientLightColor;

vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {

	return PI * ambientLightColor;

