             vec3 kD = vec3(1.0) - kS;
 
             kD *= 1.0 - metallic;
-            float NDF = GGX(N, H, uRoughness);
-
-            float G = GeometrySmith(N, V, L, uRoughness);
+            float NDF = GGX(N, H, roughness);
+
+            float G = GeometrySmith(N, V, L, roughness);
 
             vec3 nominator = NDF * G * F;
             float denominator = 4.0 * NdotV * NdotL + 0.001;


varying vec3 vPositionWorld;
varying vec3 vPositionView;
uniform mat4 uInverseViewMatrix;
uniform mat4 uViewMatrix;
uniform mat3 uNormalMatrix;
uniform mat4 uModelMatrix;

uniform vec3 uCameraPosition;


#endif

#ifdef GL_ES
precision mediump float;
#endif

#pragma glslify: envMapCube         = require(../local_modules/glsl-envmap-cubemap)
