 
     // Calculate lighting contribution from image based lighting source (IBL)
 #ifdef USE_IBL
-    vec3 specularColor = getThinFilmSpecularColor(materialInfo.f0, materialInfo.f90, clampedDot(normal, view), materialInfo.thinFilmFactor, materialInfo.thinFilmThickness);
-
-    f_specular += getIBLRadianceGGX(normal, view, materialInfo.perceptualRoughness, specularColor);
+    f_specular += getIBLRadianceGGX(normal, view, materialInfo.perceptualRoughness, materialInfo.f0);
     f_diffuse += getIBLRadianceLambertian(normal, materialInfo.albedoColor);
 
     #ifdef MATERIAL_CLEARCOAT

}
#endif

#ifdef MATERIAL_THIN_FILM
MaterialInfo getThinFilmInfo(MaterialInfo info)
{

    vec3 view = normalize(u_Camera - v_Position);

    materialInfo.normal = normal;

#ifdef MATERIAL_THIN_FILM
    materialInfo.f0 = getThinFilmF0(materialInfo.f0, materialInfo.f90, clampedDot(normal, view),
        materialInfo.thinFilmFactor, materialInfo.thinFilmThickness);
#endif

    // LIGHTING
    vec3 f_specular = vec3(0.0);
