ight, vec2 uv, vec3 geometryPosition, vec3 geometryNormal, vec3 geometryViewDir, vec3 geometryClearcoatNormal, inout ReflectedLight reflectedLight) {
                            vec3 thickness = directLight.color * texture(thicknessMap, uv).g;
                            vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));
                            float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
      