 				vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
 
 			#endif
+
+			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
 
 		#elif defined( ENVMAP_TYPE_CUBE_UV )
 


			#endif

		#elif defined( ENVMAP_TYPE_CUBE_UV )

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


			#endif

			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;

		#elif defined( ENVMAP_TYPE_SPHERE )

			vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
