   color.rgb += lightColor.rgb * (1.0 - metalness) * NdotL * diffuseColor.rgb;
   color.rgb += lightColor.rgb * vec3((D * F * G) / (4.0 * NdotV));
   color.a = mix(diffuseColor.a, 1.0, FexpNV);
-#else // !r_physicalMapping || !USE_PHYSICAL_MAPPING
+#else // !USE_PHYSICAL_MAPPING
   float NdotL = dot( normal, lightDir );
 #if defined(r_HalfLambertLighting)
   // http://developer.valvesoftware.com/wiki/Half_Lambert

		   vec4 diffuseColor, vec4 materialColor,
		   inout vec4 color ) {
  vec3 H = normalize( lightDir + viewDir );
  float NdotH = clamp( dot( normal, H ), 0.0, 1.0 );

#if defined(r_physicalMapping) && defined(USE_PHYSICAL_MAPPING)
  // Daemon PBR packing defaults to ORM like glTF 2.0 defines
  // https://www.khronos.org/blog/art-pipeline-for-gltf
  // > ORM texture for Occlusion, Roughness, and Metallic

#endif // USE_REFLECTIVE_SPECULAR

  color.rgb += diffuseColor.rgb * lightColor.rgb * NdotL;
#if defined(r_specularMapping)
  color.rgb += materialColor.rgb * lightColor.rgb * pow( NdotH, u_SpecularExponent.x * materialColor.a + u_SpecularExponent.y) * r_SpecularScale;
#endif // r_specularMapping
#endif // !USE_PHYSICAL_MAPPING
}

#if defined(TEXTURE_INTEGER)
