 uniform Light sys_Light;
 
 // PBR Inputs
-uniform sampler2D u_PreintegratedFG;
+//uniform sampler2D u_PreintegratedFG;
 uniform samplerCube u_EnvironmentMap;
 
 // PBR Map Inputs

	float smoothness = 1.0 - material.roughness;
	float mipLevel = (1.0 - smoothness * smoothness) * 10.0;
	vec4 cs = textureLod(u_EnvironmentMap, reflectionVector, mipLevel);
	vec3 result = pow(cs.xyz, vec3(GAMMA)) * RadianceIBLIntegration(NdotV, material.roughness, material.specular);

	vec3 diffuseDominantDirection = g_Attributes.normal;
	float diffuseLowMip = 9.6;

	return G * D * F;
}

//vec3 RadianceIBLIntegration(float NdotV, float roughness, vec3 specular)
//{
//	vec2 preintegratedFG = texture(u_PreintegratedFG, vec2(roughness, 1.0 - NdotV)).rg;
//	return specular * preintegratedFG.r + preintegratedFG.g;
//}

vec3 IBL(Light light, Material material, vec3 eye)
{
