     return F * Vis * D;
 }
 
-vec3 getSpecularIBLContribution(vec3 n, vec3 v, float perceptualRoughness, vec3 specularColor)
+vec3 getGGXIBLContribution(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));

   return specularLight * (specularColor * brdf.x + brdf.y);
}

vec3 getDiffuseIBLContribution(vec3 n, vec3 diffuseColor)
{
    vec3 diffuseLight = texture(u_LambertianEnvSampler, n).rgb;


    return diffuseLight * diffuseColor;
}

vec3 getCharlieIBLContribution(vec3 n, vec3 v, float sheenRoughness, vec3 sheenColor, float sheenIntensity)
{
#ifdef USE_SHEEN_IBL
    float NdotV = clampedDot(n, v);
