materialMask = OSIEBCA * 3.0; // Gold Fresnel #ifdef GBUFFERS_TERRAIN float colorG2 = pow2(max(color.g, color.r)); #else float colorG2 = color.g; #endif float colorG4 = pow2(colorG2); float factor = max(color.g, 0.8); smoothnessG = min1(factor - colorG4 * 0.2); highlightMult = 3.5 * max(colorG4, 0.7); smoothnessD = colorG4; color.rgb *= 0.5 + 0.4 * GetLuminance(color.rgb); #ifdef COATED_TEXTURES noiseFactor = 0.33; #endif