 	uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];
 
 	IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {
-	
+
 		IncidentLight directLight;
 
 		vec3 lVector = spotLight.position - geometry.position;
 		directLight.direction = normalize( lVector );
-	
+
 		float spotEffect = dot( directLight.direction, spotLight.direction );
 
 		if ( spotEffect > spotLight.angleCos ) {
 
 			float spotEffect = dot( spotLight.direction, directLight.direction );
 			spotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );
-		
+
 			directLight.color = spotLight.color;
 			directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );
 

				vec4 envMapColor = textureCube( envMap, queryReflectVec );

			#endif
 

		#elif defined( ENVMAP_TYPE_EQUIREC )



	uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];

	vec3 getHemisphereIndirectLightColor( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {

		float dotNL = dot( geometry.normal, hemiLight.direction );
		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

