R"( frag shaders/MsCommonFrag.glsl %specularColorInput% %specularPowerInput% %diffuseColorInput% %normalInput% %subsurfaceInput% %emissionInput% %metallicInput% %heightInput% 0 vec3 getNormal 1 vec4 getTangent 2 vec2 getTextureCoord %heightFunc% %diffuseColorFunc% %normalFunc% %specularColorFunc% %specularPowerFunc% %emissionFunc% %metallicFunc% 100 void writeRts %diffuseColorArg% %normalArg% %specularColorArg% %specularPowerArg% %subsurfaceArg% %emissionArg% %metallicArg% )"