 #if MAX_POINT_LIGHTS > 0
   for(int i = 0; i < MAX_POINT_LIGHTS; i++)
   {
-    vec3 s = normalize(uPointLights[i].position - vPosition);
+		vec3 s = normalize(uPointLights[i].position - vPosition);
 
 		#ifdef LAMBERT
 			float q = lambert(s, n);

				float w = phong(v, s, n);
			#endif

    	diffuse += uDirectionalLights[i].diffuse * uDiffuse * q;
			specular += uDirectionalLights[i].specular * uSpecular * w;
		}
  }

	float NdotH = max(dot(n, h), 0.0);

	float G1 = (2.0 * NdotH * VdotN) / VdotH;
	float G2 = (2.0 * NdotH * SdotN) / SdotH;
	float G = min(1.0, min(G1, G2));

	float D = beckmannDistribution(NdotH, uRoughness);
	float F = pow(1.0 - VdotN, uFresnel);
	float PI = acos(-1.0);

  return  G * F * D / max(PI * VdotN, 0.0);
