     {
         vec3 l = -n;
         vec3 h = normalize(l + v);
-        float NdotL = clamp(dot(n, l), 0.0, 1.0); // l = 1.0
-        float VdotH = clamp(dot(h, v), 0.0, 1.0); // h = normal( l + v );
+        float NdotL = clamp(dot(n, l), 0.0, 1.0);
+        float VdotH = clamp(dot(h, v), 0.0, 1.0);
         factor1 = materialInfo.clearcoatFactor * fresnel(materialInfo.reflectance0, VdotH);
     }
 

        specularEnvironmentR90,
        specularColor,
        normal,
        0.0
    );

    MaterialInfo clearCoatInfo = MaterialInfo(
        clearcoatRoughness,
        vec3(0.04),
        clearcoatRoughness * clearcoatRoughness,
        vec3(0.0),
        vec3(1.0),
        vec3(1.0),
        clearcoatNormal,
        clearcoatFactor
    );

        vec3 factor1 = vec3(1.0);
        if (materialInfo.clearcoatFactor > 0.0)
        {
           factor1 = materialInfo.clearcoatFactor * fresnel(materialInfo.reflectance0, angularInfo.VdotH);
        }

        // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
