noSmoothLighting = true; vec3 hsvColor = rgb2hsv(color.rgb); if (abs(hsvColor.r - 0.09722) < 0.04305 && hsvColor.b > 0.7) { // Active Light Part smoothnessG = 0.75; smoothnessD = 0.35; float blockRes = absMidCoordPos.x * atlasSize.x; vec2 signMidCoordPosM = (floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0; float dotsignMidCoordPos = dot(signMidCoordPosM, signMidCoordPosM); float lBlockPosM = pow2(max0(1.0 - 1.7 * pow2(pow2(dotsignMidCoordPos)))); emission = pow2(lmCoordM.x) + 0.3 * color.r; emission *= (0.7 + 2.0 * pow2(lBlockPosM)); } else if (color.r > 2.5 * (color.g + color.b)) { // Middle Redstone Part emission = 4.0; color.rgb *= color.rgb; } else { // Copper Base #include "/lib/materials/specificMaterials/terrain/copperBlock.glsl" }