{ inherit landUniqueBump state { depthfunc GL_LEQUAL } hlsl_fp { #include "includes/unique.inc" result.color1 = PackFeedback( CalculateFeedback( fragment.texcoord0.xy, $virtualTextureFeedbackFloat, $physicalUniqueFilterParms ) ); half4 sampleSpecular; half4 sampleYCoCg; half4 sampleNormal; half4 color; FETCH_UNIQUE( sampleSpecular, sampleYCoCg, sampleNormal ); clip( sampleSpecular.w - 0.5 ); CALC_DIFFUSE_RGB( color, sampleYCoCg ); APPLY_SPECULAR( color, sampleSpecular, sampleNormal, fragment.htexcoord1.xyz, fragment.htexcoord2.xyz, fragment.htexcoord3.xyz, fragment.htexcoord4.xyz ); result.color0 = color; } }