 #define param_F_MASKS_1 0
 #define param_F_MASKS_2 0
 #define param_F_ALPHA_TEST 0
+#define param_F_SPECULAR_CUBE_MAP 0
 //End of parameter defines
 
 in vec3 vFragPosition;


uniform vec3 vLightPosition;
uniform vec3 vEyePosition;

//Calculate the normal of this fragment in world space
vec3 calculateWorldNormal()

    vec3 halfDir = normalize(lightDirection + viewDirection);
    float specularAngle = max(dot(halfDir, worldNormal), 0.0);

#if param_F_MASKS_2 && !param_F_SPECULAR_CUBE_MAP
    //Calculate final specular based on specular exponent - mask 2 channel A
    float specular = pow(specularAngle, mask2.a * g_flSpecularExponent);
    //Multiply by mapped specular intensity - mask 2 channel R
    specular = illumination * specular * mask2.r;

