 
 #endif
 
-transformedNormal = normalize( transformedNormal );
-
-#if MAX_DIR_LIGHTS > 0
-
-for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
-
-	vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
-
-	float dotProduct = dot( transformedNormal, dirVector );
-	vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );
-
-	#ifdef DOUBLE_SIDED
-
-		vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
-
-	#endif
-
-	vLightFront += directionalLightColor[ i ] * directionalLightWeighting;
-
-	#ifdef DOUBLE_SIDED
-
-		vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;
-
-	#endif
-
-}
-
-#endif
+vec3 normal = normalize( transformedNormal );
 
 #if MAX_POINT_LIGHTS > 0
 
-	for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
+	for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
+
+		vec3 lightColor = pointLightColor[ i ];
 
 		vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
 		vec3 lVector = lPosition.xyz - mvPosition.xyz;
+		vec3 lightDir = normalize( lVector );
+
+		// attenuation
 
 		float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
 
-		lVector = normalize( lVector );
-		float dotProduct = dot( transformedNormal, lVector );
+		// diffuse
 
-		vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );
+		float dotProduct = dot( normal, lightDir );
+
+		vLightFront += lightColor * attenuation * saturate( dotProduct );
 
 		#ifdef DOUBLE_SIDED
 
-			vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
-
-		#endif
-
-		vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;
-
-		#ifdef DOUBLE_SIDED
-
-			vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;
+			vLightBack += lightColor * attenuation * saturate( - dotProduct );
 
 		#endif
 


#if MAX_SPOT_LIGHTS > 0

	for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {

		vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
		vec3 lVector = lPosition.xyz - mvPosition.xyz;

		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );

		if ( spotEffect > spotLightAngleCos[ i ] ) {

			spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );

			float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );

			lVector = normalize( lVector );

			float dotProduct = dot( transformedNormal, lVector );
			vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );

			#ifdef DOUBLE_SIDED

				vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );

			#endif

			vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;

			#ifdef DOUBLE_SIDED

				vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;

			#endif



#endif

#if MAX_DIR_LIGHTS > 0

	for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {

		vec3 lightColor = directionalLightColor[ i ];

		vec3 lightDir = transformDirection( directionalLightDirection[ i ], viewMatrix );

		// diffuse

		float dotProduct = dot( normal, lightDir );

		vLightFront += lightColor * saturate( dotProduct );

		#ifdef DOUBLE_SIDED

			vLightBack += lightColor * saturate( - dotProduct );

		#endif

	}

#endif

#if MAX_HEMI_LIGHTS > 0

	for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {

		vec3 lightDir = transformDirection( hemisphereLightDirection[ i ], viewMatrix );

		// diffuse

		float dotProduct = dot( normal, lightDir );

		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;

		vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );

		#ifdef DOUBLE_SIDED

			float hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;

			vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );

