       FSS.Vector3.setZ light.position, @rendering.light.zOffset
 
       # Calculate the force Luke!
-      d = Math.clamp FSS.Vector3.distanceSquared(light.position, @attractor), @rendering.light.minDistance, @rendering.light.maxDistance
+      d = Math.clamp(
+        FSS.Vector3.distanceSquared light.position, @attractor
+        @rendering.light.minDistance
+        @rendering.light.maxDistance
+      )
 
       f = @rendering.light.gravity * light.mass / d
 

        ly = light.position[1]

        switch @rendering.renderer
          when Shady.CANVAS
            @renderer.context.lineWidth = 0.5

            do @renderer.context.beginPath

            @renderer.context.fillStyle = light.diffuseHex

            do @renderer.context.fill
          when Shady.RENDERER.SVG
            lx += @renderer.halfWidth
            ly = @renderer.halfHeight - ly

