     vec4 baseColor = vec4(0.0, 0.0, 0.0, 1.0);
     vec3 diffuseColor = vec3(0.0);
     vec3 specularColor= vec3(0.0);
-    vec3 clearcoatColor= vec3(0.0);
     vec3 f0 = vec3(0.04);
     //values from the clearcoat extension
     float clearcoatFactor = 0.0;

    diffuseColor = baseColor.rgb * (vec3(1.0) - f0) * (1.0 - metallic);

    specularColor = mix(f0, baseColor.rgb, metallic);

    //assuming that in the metallicRoughness setting f0 stays vec3(0.04)
    clearcoatColor = mix(f0,baseColor.rgb,metallic);

#endif // ! MATERIAL_METALLICROUGHNESS

#ifdef ALPHAMODE_MASK

        {
            lightColor = applySpotLight(light, materialInfo, view);
            #ifdef MATERIAL_CLEARCOAT
                pointToLight = light.position - v_Position;
                clearcoatColor = applySpotLight(light, clearCoatInfo, view);
            #endif
        }
        #ifdef MATERIAL_CLEARCOAT
            AngularInfo angularInfo = getAngularInfo(pointToLight, clearCoatInfo.normal, view);
            color += clearcoatBlending(lightColor, clearcoatColor, clearCoatInfo.clearcoatFactor, angularInfo);
            // color += clearcoatColor;
        #else
            color += lightColor;
        #endif
