 #define MAXIMUM_SPECULAR_COEFFICIENT 0.16
 #define DEFAULT_SPECULAR_COEFFICIENT 0.04
 
+// Clear coat directional hemishperical reflectance (this approximation should be improved)
+float clearCoatDHRApprox( const in float roughness, const in float dotNL ) {
+
+	return DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );
+
+}
+
 void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
 
 	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );


	#endif

	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );

	#ifndef STANDARD



void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {

	#ifndef STANDARD
		float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
		float dotNL = dotNV;
		float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );
	#else
		float clearCoatDHR = 0.0;
	#endif

	reflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );

	#ifndef STANDARD

