 
 		#elif defined( ENVMAP_TYPE_SPHERE )
 
-			vec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
+			vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
 
 			#ifdef TEXTURE_LOD_EXT
 


		#elif defined( ENVMAP_TYPE_CUBE_UV )

			vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
			vec4 envMapColor = textureCubeUV( queryVec, 1.0 );

		#else


	vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {

		vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );

		#ifdef ENVMAP_TYPE_CUBE

			vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );

			// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
			// of a specular cubemap, or just the default level of a specially created irradiance cubemap.
