materialMask = OSIEBCA; // Intense Fresnel float factor = pow2(sqrt2(GetLuminance(color.rgb))); float factor2 = pow2(factor); float factor4 = pow2(factor2); smoothnessG = factor - factor4 * 0.4; highlightMult = 3.0 * factor4; smoothnessD = factor4 * 0.75; #ifdef COATED_TEXTURES noiseFactor = 0.5; #endif