@@ -236,26 +236,26 @@ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in m
// End Rect Area Light
// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile
vec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {
vec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float specularF90, const in float roughness ) {