# Objective
Even at `reflectance == 0.0`, our ambient and environment map light
implementations still produce fresnel/specular highlights.
Such a low `reflectance` value lies outside of the physically possible
range and is already used by our directional, point and spot light
implementations (via the `fresnel()` function) to enable artistic
control, effectively disabling the fresnel "look" for non-physically
realistic materials. Since ambient and environment lights use a
different formulation, they were not honoring this same principle.
This PR aims to bring consistency to all light types, offering the same
fresnel extinguishing control to ambient and environment lights.
Thanks to `@nathanf` for [pointing
out](https://discord.com/channels/691052431525675048/743663924229963868/1164083373514440744)
the [Filament docs section about
this](https://google.github.io/filament/Filament.md.html#lighting/occlusion/specularocclusion).
## Solution
- We use [the same
formulation](
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||
|---|---|---|
| .. | ||
| deferred | ||
| environment_map | ||
| prepass | ||
| render | ||
| ssao | ||
| alpha.rs | ||
| bundle.rs | ||
| extended_material.rs | ||
| fog.rs | ||
| lib.rs | ||
| light.rs | ||
| material.rs | ||
| parallax.rs | ||
| pbr_material.rs | ||
| wireframe.rs | ||