 uniform float u_AlphaCutoff;
 #endif
 
-//Clearcoat
-#ifdef MATERIAL_CLEARCOAT
-uniform float u_ClearcoatFactor;
-uniform float u_ClearcoatRoughnessFactor;
-#endif
-
 uniform vec3 u_Camera;
 uniform int u_MipCount;
 

    vec3 specularColor;           // color contribution from specular lighting

    vec3 normal;
    float clearcoatFactor;
};

// Lambert lighting

    vec3 specularColor= vec3(0.0);
    vec3 f0 = vec3(0.04);

    vec4 output_color = baseColor;

#ifdef MATERIAL_SPECULARGLOSSINESS
