 uniform sampler2D effectsTexture;
 uniform sampler2D ssaoTexture;
 uniform samplerCube textureCubeMap;
-uniform samplerCube textureCubeMapSmall;
 uniform sampler2D brdfPrecalc;
+uniform vec3 shCoeffs[9];
 
 uniform mat4 inverseV;
 uniform vec4 projectionMatrix;

	return specularColor * (brdfParams.x * F0 + brdfParams.y);
}

void main(){
	
	vec4 albedoInfo = texture(albedoTexture,In.uv);

	float realtimeAO = texture(ssaoTexture, In.uv).r;
	float ao = min(realtimeAO, precomputedAO);
	
	// Sample illumination envmap using world space normal and SH pre-computed coefficients.
	vec3 worldNormal = normalize(vec3(inverseV * vec4(n,0.0)));
	vec3 envLighting = applySH(worldNormal);
	
	// BRDF contributions.
	// Compute F0 (fresnel coeff).
