materialMask = OSIEBCA * 2.0; // Copper Fresnel smoothnessG = pow2(pow2(color.r)) + pow2(max0(color.g - color.r * 0.5)) * 0.3; smoothnessG = min1(smoothnessG); smoothnessD = smoothnessG; color.rgb *= 0.6 + 0.7 * GetLuminance(color.rgb); #ifdef COATED_TEXTURES noiseFactor = 0.5; #endif