tteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));
                            float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
                            vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
                            reflectedLight.directDiffuse += material.diffuseColor * directLight.color * scatteringIllu * thicknessAttenuation;
                        }

                  