 	vec3 camTangent = normalize((modelview*vec4(tangent,0.0)).xyz);
 
 	// compute vector-field rotation
-	float phi = computeRotationAngle(tangent)
+	float phi = computeRotationAngle(tangent);
 			
 	// compute Fresnel and Gemometric Factor
 	float F = getFressnelFactor(_k1, camNormal);


	
	// directional light source
	vec3 P = (modelview * position).xyz;
	vec4 lightPosition = modelview*(directionArray[0]);
	vec3 _k2 = normalize(-P);
	vec3 _k1 = normalize(lightPosition.xyz);
	vec3 V = _k1 - _k2;
	float u = V.x; float v = V.y; float w = V.z;

		vec2 modUV = getRotation(u,v,-phi);
		
		// iterate twice: once for N_u and once for N_v lower,upper
		for(int variant = 0; variant < 2; variant++){
			
			int lower = int(N_uv[variant].x);
			int upper = int(N_uv[variant].y);
			
			for(int iter = lower; iter <= upper; iter++){
				float lambda_iter = dx*abs(u)/iter; 
