 float glam_Metallic  = 0.0;
 float glam_Reflectance = 0.5;
 
-float glam_Subsurface = 0.5;
-
 float glam_Roughness;
 vec3 glam_F0;
 


  vec3 specular = specularBRDF(NdotV, NdotL, NdotH, LdotH);

  vec3 diffuse = diffuseAndSubsurfBRDF(NdotV, NdotL, LdotH);

  return NdotL * (specular + diffuse);
  // (division by PI omitted, it's factored in light intensity)

  float view_scatter = fresnel(f0 , fd90 , NdotV);

  return normalization_factor * glam_BaseColor * light_scatter * view_scatter;
  // (division by PI omitted, it's factored in light intensity)
}

