 			float dotLH = saturate( dot( lightDir, halfDir ) );
 
 			totalReflectedLight += (
-				BRDF_Lambert( diffuseColor.rgb, dotNL ) +
+				BRDF_Lambert( diffuse, dotNL ) +
 				BRDF_BlinnPhong( specular, shininess, dotNH, dotLH )
 				) * lightIntensity;
 


vec3 totalReflectedLight = vec3( 0.0 );

#ifdef METAL

	diffuseColor.rgb = diffuseColor.rgb * specular;

#endif


			float dotLH = saturate( dot( lightDir, halfDir ) );

			totalReflectedLight += (
				BRDF_Lambert( diffuse, dotNL ) +
				BRDF_BlinnPhong( specular, shininess, dotNH, dotLH )
				) * lightIntensity;

