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#include "funcspecularBSDF.glsllib"

#ifndef DEFAULT_MATERIAL_LIGHTING

vec4 specularBSDFEnvironment( in vec3 N, in vec3 viewDir, in vec3 tint, int mode )
{
  vec3 rgb = vec3( 0.0f, 0.0f, 0.0f );
  if ( uEnvironmentMappingEnabled )
  {
    vec3 R = reflect( -viewDir, N );
    rgb = evalEnvironmentMap( R, 0.0f );
    rgb = specularBSDF( N, R, viewDir, rgb, 1.0, 256.0, tint, scatter_reflect ).rgb;
  }
  return( vec4( rgb, 1.0f ) );
}

#endif