 				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

GeometricContext geometry = GeometricContext( mvPosition.xyz, normalize( transformedNormal ), normalize( -mvPosition.xyz ) );
GeometricContext backGeometry = GeometricContext( geometry.position, -geometry.normal, geometry.viewDir );

vLightFront = vec3( 0.0 );

#ifdef DOUBLE_SIDED
	vLightBack = vec3( 0.0 );
#endif
