 		float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
 		float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
 
-#else
+# else
 		float alpha = roughness * roughness;
 		float D = D_GGX(cNdotH, alpha);
 		float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
-#endif
+# endif
 		// F
 		float F0 = 1.0; // FIXME
 		float cLdotH5 = SchlickFresnel(cLdotH);

			float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);


			specular_light += .25*clearcoat*Gr*Fr*Dr;
		}
#endif
	}

		float cNdotH = max(dot(N,H), 0.0);
		float cLdotH = max(dot(L,H), 0.0);

# if defined(LIGHT_USE_ANISOTROPY)

		float aspect = sqrt(1.0-anisotropy*0.9);
		float rx = roughness/aspect;
