     float reflectance = max(max(materialInfo.f0.r, materialInfo.f0.g), materialInfo.f0.b);
 
     // Anything less than 2% is physically impossible and is instead considered to be shadowing. Compare to "Real-Time-Rendering" 4th editon on page 325.
-    materialInfo.f90 = vec3(clamp(reflectance * 50.0, 0.0, 1.0));
+    materialInfo.f90 = vec3(1.0f);
 
     materialInfo.n = n;
 

        specularTexture.a = texture(u_SpecularSampler, getSpecularUV()).a;
    #endif

    info.specularColor *= specularTexture.rgb;
    info.specular *= specularTexture.a;

    vec3 dielectricSpecularF0 = info.f0 * info.specularColor * info.specular;
    float dielectricSpecularF90 = info.specular;

    info.f0 = mix(dielectricSpecularF0, info.baseColor.rgb, info.metallic);
    info.f90 = vec3(mix(dielectricSpecularF90, 1.0, info.metallic));
    info.albedoColor = mix(info.baseColor.rgb * (1.0 - max3(dielectricSpecularF0)),  vec3(0), info.metallic);

    return info;


#ifdef MATERIAL_SPECULAR
MaterialInfo getSpecularInfo(MaterialInfo info)
{   
    vec4 specularTexture = vec4(1.0);
    #ifdef HAS_SPECULAR_MAP
        specularTexture.rgb = texture(u_SpecularColorSampler, getSpecularColorUV()).rgb;
