             vec4 reflectColor = texture(reflectMap, reflectUv);

                        // Fresnel term
                        vec3 toEye = normalize(vToEye);
                        float theta = max(dot(toEye, normal), 0.0);
                        float reflectance = pow((1.0 - theta), 5.0);

                        reflectColor = mix(vec4(0), reflectColor, reflectance);

                        diffuseColor.rgb = diffuseColor.rgb * ((1.0 - min(1.0, mirror)) + reflectColor.rgb * mixStrength);
        