 //
 // LIGHTING EQUATION TERMS
 ///
-void specularCookTorrance(const in vec3 n, const in vec3 l, const in vec3 v, const in float hard, const in vec3 materialSpecular, const in vec3 lightSpecular, out vec3 specularContrib)
-{
+void specularCookTorrance(const in vec3 n, const in vec3 l, const in vec3 v, const in float hard, const in vec3 materialSpecular, const in vec3 lightSpecular, out vec3 specularContrib) {
     vec3 h = normalize(v + l);
     float nh = dot(n, h);
     float specfac = 0.0;


    out vec3 eyeLightDir,
    out float NdotL,
    out bool lighted)
{
    lighted = false;

    eyeLightDir = normalize( vec3(lightMatrix * lightPosition ) );

////////////////
// ATTENUATION
/////////////
float getLightAttenuation(const in float dist, const in vec4 lightAttenuation) {
    // lightAttenuation(constantEnabled, linearEnabled, quadraticEnabled)
    // TODO find a vector alu instead of 4 scalar
    float constant = lightAttenuation.x;
