 	float smoothness = 1.0 - material.roughness;
 	float mipLevel = (1.0 - smoothness * smoothness) * 10.0;
 	vec4 cs = textureLod(u_EnvironmentMap, reflectionVector, mipLevel);
-	vec3 result = pow(cs.xyz, vec3(GAMMA)) * RadianceIBLIntegration(NdotV, material.roughness, material.specular);
+	vec3 result = pow(cs.xyz, vec3(GAMMA));// * RadianceIBLIntegration(NdotV, material.roughness, material.specular);
 
 	vec3 diffuseDominantDirection = g_Attributes.normal;
 	float diffuseLowMip = 9.6;

	return G * D * F;
}

vec3 RadianceIBLIntegration(float NdotV, float roughness, vec3 specular)
{
	vec2 preintegratedFG = texture(u_PreintegratedFG, vec2(roughness, 1.0 - NdotV)).rg;
	return specular * preintegratedFG.r + preintegratedFG.g;
}

vec3 IBL(Light light, Material material, vec3 eye)
{

uniform Light sys_Light;

// PBR Inputs
//uniform sampler2D u_PreintegratedFG;
uniform samplerCube u_EnvironmentMap;

// PBR Map Inputs
