GLSL black ring around object when using PBR lighting

Hi, I’m creating a physically based lighting solution in my engine, and I’ve come across an issue where there’s a black ring around the object from the light.

I’m using this code in the fragment shader:

vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
	return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
	
}

float DistributionGGX(vec3 N, vec3 H, float roughness)
{
    float a      = roughness*roughness;
    float a2     = a*a;
    float NdotH  = max(dot(N, H), 0.0);
    float NdotH2 = NdotH*NdotH;
	
    float nom   = a2;
    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    denom = PI * denom * denom;
	
    return nom / denom;
}

float GeometrySchlickGGX(float NdotV, float roughness)
{
    float r = (roughness + 1.0);
    float k = (r*r) / 8.0;

    float nom   = NdotV;
    float denom = NdotV * (1.0 - k) + k;
	
    return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
    float NdotV = max(dot(N, V), 0.0);
    float NdotL = max(dot(N, L), 0.0);
    float ggx2  = GeometrySchlickGGX(NdotV, roughness);
    float ggx1  = GeometrySchlickGGX(NdotL, roughness);
	
    return ggx1 * ggx2;
}

float CalculateAttenuation(vec3 lp, float lr, vec3 FragPos) {
    float distance = distance(lp, FragPos);

    float saturated = pow(clamp(1 - pow(distance / lr, 4), 0.0, 1.0), 2);

    return saturated / (pow(distance, 2) + 1);
}
void main()
{
	vec3 N = normalize(Normal);
	vec3 V = normalize(camPos - FragPos);
	    vec3 F0 = vec3(0.04); 
    F0 = mix(F0, albedo, metallic);
	vec3 L = normalize(lightPos - FragPos);
	vec3 H = normalize(V + L);
	vec3 Lo = vec3(0.0);
	float distance = length(lightPos - FragPos);
	//float attenuation = 1 / (distance * distance);
	//vec3 radiance = vec3(500.0f,500.0f,500.0f) * attenuation;
	vec3 radiance = (vec3(500.0f,500.0f,500.0f) * CalculateAttenuation(lightPos,100,FragPos) * 5);
	
	float NDF = DistributionGGX(N,H,roughness);
	float G = GeometrySmith(N,V,L,roughness);
	vec3 F = fresnelSchlick(max(dot(H,V), 0.0),F0);
	
	vec3 kS = F;
     vec3 kD = vec3(1.0) - kS;
     kD *= 1.0 - metallic;	  
        
     vec3 nominator    = NDF * G * F;
     float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.01; 
     vec3 specular     = nominator / denominator;
            
        // add to outgoing radiance Lo
     float NdotL = max(dot(N, L), 0.0);                
     Lo += (kD * albedo / PI + specular) * radiance * NdotL; 
	
	vec3 ambient = vec3(0.01) * vec3(0.3,0.3,0.3) * ao;
	vec3 color = ambient + Lo;
	color = color / (color+vec3(1.0));
	color=pow(color,vec3(1.0/gamma));
	outcolor = vec4(color,1.0) * texture(mainTexture,Texcoord);
	
}

When I put this in practice, however, I get the result described above, shown here