     // Calculate lighting contribution from image based lighting source (IBL)
 #ifdef USE_IBL
     f_specular += getIBLRadianceGGX(n, v, materialInfo.perceptualRoughness, materialInfo.f0, materialInfo.specularWeight);
-    f_diffuse += getIBLRadianceLambertian(n, v, materialInfo.perceptualRoughness, materialInfo.albedoColor, materialInfo.f0, materialInfo.specularWeight);
+    f_diffuse += getIBLRadianceLambertian(n, v, materialInfo.perceptualRoughness, materialInfo.c_diff, materialInfo.f0, materialInfo.specularWeight);
 
     #ifdef MATERIAL_CLEARCOAT
         f_clearcoat += getIBLRadianceGGX(materialInfo.clearcoatNormal, v, materialInfo.clearcoatRoughness, materialInfo.clearcoatF0, 1.0);

    vec3 f0;                        // full reflectance color (n incidence angle)

    float alphaRoughness;           // roughness mapped to a more linear change in the roughness (proposed by [2])
    vec3 albedoColor;

    vec3 f90;                       // reflectance color at grazing angle
    float metallic;


    info.specularWeight = u_KHR_materials_specular_specularFactor * specularTexture.a;
    
    info.c_diff = mix(info.baseColor.rgb * (1.0 - max3(dielectricSpecularF0)),  vec3(0), info.metallic);

    return info;
}
