 
     vec3 kS_env = F_env;
     vec3 kD_env = 1.0 - kS_env;
-    kD_env *= 1.0 - material.metallic;
+    kD_env *= 1.0 - metallic;
 
     //Divide by PI?
     vec3 specular_environment = textureLod(environment.texture, cr, mip_level).rgb / PI;


    vec3 kS = F;
    vec3 kD = vec3(1.0) - kS;
    kD *= 1.0 - material.metallic;

    float NdotL = max(dot(N, L), 0.0);


    vec3 irradiance = textureLod(environment.texture, cn, 20.0).rgb;
    vec3 diffuse_environment = irradiance * albedo.rgb;

    vec3 ambient = (kD_env * diffuse_environment + specular_environment) * ambient_occlusion;

    color = vec4(Lo.rgb + diffuse_static.rgb + ambient, material.opacity);
    color.a = material.opacity + tex_color.a;

    //Fog
