 
 			#else
 
-				vec4 envMapColor = texture2D( envMap, sampleUV );
+				vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );
 
 			#endif
 


		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );

		#ifdef TEXTURE_LOD_EXT

			float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );

		#endif

		#ifdef ENVMAP_TYPE_CUBE



			#else

				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );

			#endif

