 
 		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
 
-		#ifdef TEXTURE_LOD_EXT
-
-			float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
-
-		#endif
+		float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
 
 		#ifdef ENVMAP_TYPE_CUBE
 


			#else

				vec4 envMapColor = texture2D( envMap, sampleUV );

			#endif



			#else

				vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );

			#endif

