     {
         vec3 lightColor = vec3(0);
         vec3 clearcoatColor = vec3(0);
+        vec3 pointToLight = vec3(0);
         Light light = u_Lights[i];
         if (light.type == LightType_Directional)
         {
             lightColor = applyDirectionalLight(light, materialInfo, view);
             #ifdef MATERIAL_CLEARCOAT
+                pointToLight = -light.direction;
                 clearcoatColor = applyDirectionalLight(light, clearCoatInfo, view);
             #endif
         }

        normal,
        0.0 //Clearcoat factor is null
    );

    MaterialInfo clearCoatInfo = MaterialInfo(
        clearcoatRoughness,
        vec3(0.04), //fixed from specification //todo use variable from functions

        vec3 diffuseContrib = (1.0 - F) * diffuse(materialInfo);
        vec3 specContrib = F * Vis * D;

        // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
        return angularInfo.NdotL * (diffuseContrib + specContrib);
    }

    return vec3(0.0, 0.0, 0.0);
