materialMask = OSIEBCA; // Intense Fresnel float factor = max(max(color.g, 0.8),max(color.b, 0.8)); float factor2 = pow2(factor); #ifdef GBUFFERS_TERRAIN float factor4 = pow2(factor2); #else float factor4 = factor2; #endif smoothnessG = factor - pow2(pow2(color.g)) * 0.4; highlightMult = 3.0 * max(pow2(factor4), 0.2); smoothnessD = factor4 * 0.75; #if MC_VERSION < 11300 highlightMult *= 2.0; smoothnessD /= 0.75; #endif color.rgb *= 0.7 + 0.4 * GetLuminance(color.rgb); #ifdef COATED_TEXTURES noiseFactor = 0.5; #endif