 	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 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);

	float sigma2 = uRoughness * uRoughness;

	float A = 1.0 + sigma2 * (uAlbedo / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
  float B = 0.45 * sigma2 / (sigma2 + 0.09);

  return uAlbedo * max(0.0, SdotN) * (A + B * S / T) / PI;
}
#endif


#if MAX_POINT_LIGHTS > 0
  for(int i = 0; i < MAX_POINT_LIGHTS; i++)
  {
		vec3 s = normalize(uPointLights[i].position - vPosition);

		#ifdef LAMBERT
			float q = lambert(s, n);
