    return specularLight * (specularColor * brdf.x + brdf.y);
 }
 
-vec3 getDiffuseIBLContribution(vec3 n, vec3 diffuseColor)
+vec3 getLambertianIBLContribution(vec3 n, vec3 diffuseColor)
 {
     vec3 diffuseLight = texture(u_LambertianEnvSampler, n).rgb;
 

    return F * Vis * D;
}

vec3 getSpecularIBLContribution(vec3 n, vec3 v, float perceptualRoughness, vec3 specularColor)
{
    float NdotV = clampedDot(n, v);
    float lod = clamp(perceptualRoughness * float(u_MipCount), 0.0, float(u_MipCount));


    // Calculate lighting contribution from image based lighting source (IBL)
#ifdef USE_IBL
    f_specular += getGGXIBLContribution(normal, view, materialInfo.perceptualRoughness, materialInfo.f0); // specularColor
    f_diffuse += getLambertianIBLContribution(normal, materialInfo.albedoColor);

    #ifdef MATERIAL_CLEARCOAT
        f_clearcoat += getGGXIBLContribution(materialInfo.clearcoatNormal, view, materialInfo.clearcoatRoughness, materialInfo.clearcoatF0);
    #endif

    #ifdef MATERIAL_SHEEN
        f_sheen += getCharlieIBLContribution(normal, view, materialInfo.sheenRoughness, materialInfo.sheenColor, materialInfo.sheenIntensity);
    #endif
#endif

