 
     out vec3 eyeLightDir,
     out float NdotL,
-    out bool lighted)
-{
+    out bool lighted) {
     lighted = false;
 
     eyeLightDir = normalize( vec3(lightMatrix * lightPosition ) );

//
// LIGHTING EQUATION TERMS
///
void specularCookTorrance(const in vec3 n, const in vec3 l, const in vec3 v, const in float hard, const in vec3 materialSpecular, const in vec3 lightSpecular, out vec3 specularContrib)
{
    vec3 h = normalize(v + l);
    float nh = dot(n, h);
    float specfac = 0.0;

    specularContrib = specfac*materialSpecular*lightSpecular*att;
}

void lambert(const in float ndl,  const in vec3 materialDiffuse, const in vec3 lightDiffuse, out vec3 diffuseContrib) {
    diffuseContrib = ndl*materialDiffuse*lightDiffuse;
}
////////////////////////
