 		float phong = pow(cRdotV, shininess);
 		phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
 
-		specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
+		specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w;
 
 #elif defined(SPECULAR_TOON)
 

#endif //LIGHT_TRANSMITTANCE_USED
	}

	float roughness = unpackUnorm4x8(orms).y;
	if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely

		// D

#endif
		inout vec3 diffuse_light, inout vec3 specular_light) {

	vec4 orms_unpacked = unpackUnorm4x8(orms);

	float roughness = orms_unpacked.y;
	float metallic = orms_unpacked.z;

#if defined(LIGHT_CODE_USED)
	// light is written by the light shader

