 
 	uniform PointLight pointLights[ MAX_POINT_LIGHTS ];
 
-	IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) { 
-	
+	IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {
+
 		IncidentLight directLight;
-	
-		vec3 lVector = pointLight.position - geometry.position; 
-		directLight.direction = normalize( lVector ); 
-	
-		directLight.color = pointLight.color; 
-		directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay ); 
-	
+
+		vec3 lVector = pointLight.position - geometry.position;
+		directLight.direction = normalize( lVector );
+
+		directLight.color = pointLight.color;
+		directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay );
+
 		return directLight;
 	}
 

	}

#endif



			vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );

			#if defined( TEXTURE_CUBE_LOD_EXT )

				float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
				vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
