 
 			#else
 
-				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
+				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
 
 			#endif
 


			#else

				vec4 envMapColor = texture2D( envMap, sampleUV );

			#endif



			#else

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

			#endif

