 
 			#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));

				vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );

			#endif

		#elif defined( ENVMAP_TYPE_CUBE_UV )



		#endif

		return PI * envMapColor.rgb * envMapIntensity;

	}
