             float scat_mipmap = get_mipmap_for_roughness(ScatteringCubemap, m.roughness) + mipmap_bias;
 
             // Sample prefiltered scattering cubemap
-            vec3 env_scattering_color = textureLod(ScatteringCubemap, reflected_dir, scat_mipmap).xyz;
-            env_default_color = env_scattering_color;
+            ibl_specular = textureLod(ScatteringCubemap, reflected_dir, scat_mipmap).xyz;
 
             // Cheap irradiance
             env_amb = textureLod(ScatteringCubemap, m.normal, 6).xyz;
-
         #endif
     
         // Pre-Integrated environment BRDF

        vec2 env_brdf = textureLod(PrefilteredBRDF, vec2(NxV, m.roughness), 0).xy;

        vec3 material_f0 = get_material_f0(m);
        vec3 specular_ambient = (material_f0 * env_brdf.x + env_brdf.y) * env_default_color;

        // Diffuse ambient term
        // TODO: lambertian brdf doesn't look well?

        #endif

    } else {
        // Optionally just display the environment texture
        // ambient = textureLod(DefaultEnvmap,  fix_cubemap_coord(-view_vector), 0).xyz;
        // ambient = pow(ambient, vec3(2.2));
