 uniform vec3 u_SheenColorFactor;
 uniform float u_SheenRoughness;
 
+//Clearcoat
+uniform float u_ClearcoatFactor;
+uniform float u_ClearcoatRoughnessFactor;
+
 // ALPHAMODE_MASK
 uniform float u_AlphaCutoff;
 

    diffuse = sheenLayer(materialInfo.sheenColor, materialInfo.sheenIntensity, materialInfo.sheenRoughness, NdotL, NdotV, NdotH, diffuse);
#endif

    return diffuse + specular;
}

vec3 getPointShade(vec3 pointToLight, MaterialInfo materialInfo, vec3 view)
{

    return rangeAttenuation * spotAttenuation * light.intensity * light.color * shade;
}

void main()
{
    vec4 baseColor = getBaseColor();
