diff --git a/README.md b/README.md
index 0bda35c13b788c32629aee0ca0d64773e2fb41c7..17f8b15fcf4190c499a9063391881c7cf31c59a9 100644
--- a/README.md
+++ b/README.md
@@ -24,20 +24,20 @@ const materials = [
 >그리고 더 나아가 주변 환경이 비치도록 Reflection 을 이용할 수도 있습니다.
 
 const path = 'https://raw.githubusercontent.com/tamani-coding/threejs-texture-maps/main/dist/Metal_Tiles_003_';
-	const urls = [
-					path+'ambientOcclusion.jpg', path+'basecolor.jpg', 
-					path+'metallic.jpg', path+'metallic.jpg', 
-					path+'normal.jpg', path+'roughness.jpg'
-				];
+const urls = [
+				path+'ambientOcclusion.jpg', path+'basecolor.jpg', 
+				path+'metallic.jpg', path+'metallic.jpg', 
+				path+'normal.jpg', path+'roughness.jpg'
+			];
 	
-	const reflectionCube = new THREE.CubeTextureLoader().load( urls );
-	scene.background = reflectionCube;
-	const material1 = new THREE.MeshPhongMaterial( 
-	{ color: 0x00ffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
-	const material2 = new THREE.MeshLambertMaterial( 
-	{ color: 0xffffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
-	const material3 = new THREE.MeshLambertMaterial( 
-	{ color: 0xffff00, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
+const reflectionCube = new THREE.CubeTextureLoader().load( urls );
+scene.background = reflectionCube;
+const material1 = new THREE.MeshPhongMaterial( 
+{ color: 0x00ffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
+const material2 = new THREE.MeshLambertMaterial( 
+{ color: 0xffffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
+const material3 = new THREE.MeshLambertMaterial( 
+{ color: 0xffff00, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } );
 
 > 여기서 반사가 얼마나 되는지 조절하려면 reflectivity를 수정하면 됩니다.
 > envMap를 reflectionCube로 설정했기에 반사를 활용할 수 있습니다.