void GetMaterials(out float smoothness, out float skyOcclusion, out vec3 normal, out vec3 fresnel3, vec2 coord) {
    vec3 specularData = texture2D(colortex3, coord).rgb;

    smoothness = specularData.r;
    smoothness *= smoothness;
    smoothness /= 2.0 - smoothness;
    skyOcclusion = specularData.g;

    #if REFLECTION_SKY_FALLOFF > 1
    skyOcclusion = clamp01(1.0 - (1.0 - skyOcclusion) * REFLECTION_SKY_FALLOFF);
    #endif

    skyOcclusion *= skyOcclusion;

    normal = DecodeNormal(texture2D(colortex6, coord).xy);

    fresnel3 = texture2D(colortex1, coord).rgb * smoothness;
}