 #ifdef NORMAL_MAP
 uniform sampler2D uNormalSampler;
 
-vec3 pertubNormal(vec3 v) {
+vec3 pertubNormal(vec3 v)
+{
 	vec3 q0 = dFdx(v);
 	vec3 q1 = dFdy(v);
 

#endif

#ifdef EMISSIVE_MAP
  emissive *= vec3(texture2D(uEmissiveSampler, vUv));
#endif

#ifdef DIFFUSE_MAP
	diffuse *= texture2D(uDiffuseSampler, vUv, 0.0).rgb;
#endif

#ifdef SPECULAR_MAP
	specular *= vec3(texture2D(uSpecularSampler, vUv));
#endif

#ifdef REFLECTION

	diffuse *= textureCube(uEnvironmentSampler, refraction, 0.0).rgb;
#endif

#ifdef VARIANCE_SHADOW_MAPPING
	color = (emissive + diffuse + specular) * varianceShadowMapping();
#else
	color = emissive + diffuse + specular;
#endif

  gl_FragColor = vec4(color, 1.0);
}
