 
       light = lights[packedLightIndices >> 16];
       light.colorAndIntensity.w *= float(li + 1 < lightCount);
-        calcPointLightLighting(light, 
+        calcPointLightLighting(light,
           d, matParams, outColor);
     }
   }


  // Pass through sky
  if (depth >= 1.0)
  { 
    outColor.rgba = albedoSample;
    return;
  }

  {
    const float specMipIdx = roughnessToMipIdx(d.roughness);
    const vec3 spec = d.specularColor * textureLod(specularTex, R, specMipIdx).rgb;
    outColor.rgb += uboPerInstance.data0.y * uboPerInstance.data0.z
      * spec;
  }

  // Emissive
