     #endif
 
     color = (f_emissive + f_diffuse + f_specular + f_subsurface + (1.0 - reflectance) * f_sheen) * (1.0 - clearcoatFactor * clearcoatFresnel) + f_clearcoat * clearcoatFactor;
+    color = f_diffuse + f_specular;
 
     float ao = 1.0;
     // Apply optional PBR terms for additional (optional) shading


    #ifdef MATERIAL_SUBSURFACE
        f_subsurface += getSubsurfaceIBLContribution(materialInfo.subsurfaceScale, materialInfo.subsurfaceDistortion, materialInfo.subsurfacePower, materialInfo.subsurfaceColor, materialInfo.subsurfaceThickness, -view, normal, view);
    #endif
#endif


    vec3 f_clearcoat = vec3(0.0);
    vec3 f_sheen = vec3(0.0);
    vec3 f_subsurface = vec3(0.0);
    vec3 f_transmission = vec3(0.0);

    // Calculate lighting contribution from image based lighting source (IBL)
#ifdef USE_IBL
    vec3 specularColor = getThinFilmSpecularColor(materialInfo.f0, materialInfo.f90, clampedDot(normal, view), materialInfo.thinFilmFactor, materialInfo.thinFilmThickness);

    f_specular += getGGXIBLContribution(normal, view, materialInfo.perceptualRoughness, specularColor);
    f_diffuse += getLambertianIBLContribution(normal, materialInfo.albedoColor);

    #ifdef MATERIAL_CLEARCOAT
        f_clearcoat += getGGXIBLContribution(materialInfo.clearcoatNormal, view, materialInfo.clearcoatRoughness, materialInfo.clearcoatF0);
    #endif

    #ifdef MATERIAL_SHEEN
