         float env_mipmap = get_mipmap_for_roughness(DefaultEnvmap, m.roughness) + mipmap_bias;
         
         // Sample default environment map
-        vec3 env_default_color = textureLod(DefaultEnvmap, env_coord, env_mipmap).xyz * 0.2;
+        vec3 ibl_specular = textureLod(DefaultEnvmap, env_coord, env_mipmap).xyz * 0.2;
 
         // Get cheap irradiance by sampling low levels of the environment map
         int env_amb_mip = get_mipmap_count(DefaultEnvmap) - 5;

        // Get reflection directory
        vec3 reflected_dir = reflect(-view_vector, m.normal);

        // Get environment coordinate, cubemaps have a different coordinate system
        vec3 env_coord = fix_cubemap_coord(reflected_dir);

        // Compute angle between normal and view vector

        vec2 env_brdf = textureLod(PrefilteredBRDF, vec2(NxV, m.roughness), 0).xy;

        vec3 material_f0 = get_material_f0(m);
        vec3 specular_ambient = (material_f0 * env_brdf.x + env_brdf.y) * ibl_specular;

        // Diffuse ambient term
        // TODO: lambertian brdf doesn't look well?
