#ifdef GBUFFERS_TERRAIN smoothnessG = pow2(pow2(color.r * 3)); #else smoothnessG = pow2(color.r * 3); #endif highlightMult = smoothnessG * 3.0; smoothnessD = smoothnessG; materialMask = OSIEBCA; // Intense Fresnel color.rgb *= 0.8+ .5 * GetLuminance(color.rgb); #ifdef COATED_TEXTURES noiseFactor = 0.33; #endif