 	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;
+	float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+	return uAlbedo * max(0.0, SdotN) * (A + B * S / T) / PI;
 }
 #endif
 

				float w = phong(v, s, n);
			#endif

    	diffuse += uPointLights[i].diffuse * uDiffuse * q;
			specular += uPointLights[i].specular * uSpecular * w;
		}
  }

				float w = phong(v, s, n);
			#endif

			diffuse += uDirectionalLights[i].diffuse * uDiffuse * q;
			specular += uDirectionalLights[i].specular * uSpecular * w;
		}
  }
