<?xml version="1.0" encoding="utf-8"?>
<CustomShader version="3">
    <Parameters>
        </Parameters>
    <LodLevel startDistance="0">
        <CodeInjections>
            <CodeInjection position="GET_REFLECTION_COLOR_FS"><![CDATA[
{
        float3 res = oColor;
#if defined(REFLECTION_MAP_2D) || defined(REFLECTION_MAP_CUBE)
        res = getReflectionColorTex(In, globals, normal, tangentSpaceNormal, viewDir)*reflectionFactor;
#if defined(GLOSS_MAP)
        #if defined(USE_ENVMAP_GLOSS_COLOR_MODULATION)
                res *= glossColor;
        #endif
#endif
        float envScale = 0;
        #if (NUM_DIRECTIONAL_LIGHTS > 0)
                envScale = bufferFetch(clusterLightsBuffer, 1).y;
        #endif
        res = oColor.xyz + res*envScale;
#endif
        return res;
}
]]></CodeInjection>
            <CodeInjection position="NUM_TEXCOORDS"><![CDATA[
#if GPU_PROFILE < GPU_PROFILE_MEDIUM
        #if defined(REFLECTION_MAP_CUBE)
        #undef REFLECTION_MAP_CUBE
        #endif
#endif
]]></CodeInjection>
        </CodeInjections>
    </LodLevel>
    <LodLevel startDistance="200">
        <Parameters>
                </Parameters>
        <CodeInjections>
            <CodeInjection position="NUM_TEXCOORDS"><![CDATA[
#if defined(REFLECTION_MAP_CUBE)
#undef REFLECTION_MAP_CUBE
#endif
]]></CodeInjection>
        </CodeInjections>
    </LodLevel>
</CustomShader>
