 	// compute the specular term
 #if defined(USE_REFLECTIVE_SPECULAR)
 
-	vec3 specular = texture2D(u_SpecularMap, texSpecular).rgb;
+	vec3 specBase = texture2D(u_SpecularMap, texSpecular).rgb;
 
 	vec4 envColor0 = textureCube(u_EnvironmentMap0, reflect(-V, N)).rgba;
 	vec4 envColor1 = textureCube(u_EnvironmentMap1, reflect(-V, N)).rgba;
 
-	specular *= mix(envColor0, envColor1, u_EnvironmentInterpolation).rgb;
+	specBase *= mix(envColor0, envColor1, u_EnvironmentInterpolation).rgb;
 
 	// Blinn-Phong
 	float NH = clamp(dot(N, H), 0, 1);
-	specular *= u_LightColor * pow(NH, r_SpecularExponent2) * r_SpecularScale;
+	vec3 specMult = u_LightColor * pow(NH, r_SpecularExponent2) * r_SpecularScale;
 
 #if 0
 	gl_FragColor = vec4(specular, 1.0);


	// simple Blinn-Phong
	float NH = clamp(dot(N, H), 0, 1);
	vec3 specular = texture2D(u_SpecularMap, texSpecular).rgb * u_LightColor * pow(NH, r_SpecularExponent) * r_SpecularScale;

#endif // USE_REFLECTIVE_SPECULAR


		N = normalize(var_Normal);
	}

	vec3 specBase = vec3(0.0);
	vec3 specMult = vec3(0.0);

#endif // USE_NORMAL_MAPPING

