         float env_mipmap = get_mipmap_for_roughness(DefaultEnvmap, m.roughness) + mipmap_bias;
         
         // Sample default environment map
-        vec3 env_default_color = textureLod(DefaultEnvmap, env_coord, env_mipmap).xyz * 0.2;
+        vec3 ibl_specular = textureLod(DefaultEnvmap, env_coord, env_mipmap).xyz * 0.2;
 
         // Get cheap irradiance by sampling low levels of the environment map
         int env_amb_mip = get_mipmap_count(DefaultEnvmap) - 5;

        // Get reflection directory
        vec3 reflected_dir = reflect(-view_vector, m.normal);

        // Get environment coordinate, cubemaps have a different coordinate system
        vec3 env_coord = fix_cubemap_coord(reflected_dir);

        // Compute angle between normal and view vector

            float scat_mipmap = get_mipmap_for_roughness(ScatteringCubemap, m.roughness) + mipmap_bias;

            // Sample prefiltered scattering cubemap
            ibl_specular = textureLod(ScatteringCubemap, reflected_dir, scat_mipmap).xyz;

            // Cheap irradiance
            env_amb = textureLod(ScatteringCubemap, m.normal, 6).xyz;
        #endif
    
        // Pre-Integrated environment BRDF
