 
 	uniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];
 
-	void getDirIncidentLight( const in DirectionalLight directionalLight, const in GeometricContext geometryContext, out IncidentLight incidentLight ) { 
+	void getDirIncidentLight( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight incidentLight ) { 
 	
 		incidentLight.color = directionalLight.color;
 		incidentLight.direction = directionalLight.direction; 

#define RECIPROCAL_PI2 0.15915494
#define LOG2 1.442695
#define EPSILON 1e-6
#define PHYSICALLY_BASED_RENDERING
#define saturate(a) clamp( a, 0.0, 1.0 )
#define whiteCompliment(a) ( 1.0 - saturate( a ) )

float luminance( const in vec3 color ) {
    const vec3 W = vec3(0.2125, 0.7154, 0.0721);
    return dot( color, W );
}

float average( const in vec3 color ) {
    const vec3 W = vec3(0.3333, 0.3333, 0.3333);
    return dot( color, W );
}

vec3 transformDirection( in vec3 normal, in mat4 matrix ) {


}

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

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

	vec3 F = F_Schlick( specularColor, dotLH );
