 	float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
 #endif
 
-	float metallic = unpackUnorm4x8(orms).z;
 	if (metallic < 1.0) {
-		float roughness = unpackUnorm4x8(orms).y;
 		float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
 
 #if defined(DIFFUSE_LAMBERT_WRAP)

		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;

#elif defined(SPECULAR_TOON)


#endif //LIGHT_TRANSMITTANCE_USED
	}

	if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely

		// D
