 #endif
 		float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
 		float Fr = mix(.04, 1.0, cLdotH5);
-		float Gr = G1V(cNdotL, .25) * G1V(cNdotV, .25);
+		float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
 
 
 		specular_light += .25*clearcoat*Gr*Fr*Dr;


#endif

// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
float G1V(float dotNV, float k)
{
    return 1.0 / (dotNV * (1.0 - k) + k);
}




#elif defined(SPECULAR_SCHLICK_GGX)
		// shlick+ggx as default

		vec3 H = normalize(V + L);

