subsurfaceMode = 2; #ifdef GBUFFERS_TERRAIN materialMask = OSIEBCA * 253.0; // Reduced Edge TAA #ifdef COATED_TEXTURES doTileRandomisation = false; #endif #endif #ifdef IPBR float factor = min1(pow2(color.g - 0.15 * (color.r + color.b)) * 2.5); smoothnessG = factor * 0.5; highlightMult = factor * 4.0 + 2.0; float fresnel = clamp(1.0 + dot(normalM, normalize(viewPos)), 0.0, 1.0); highlightMult *= 1.0 - pow2(pow2(fresnel)); #endif #ifdef SNOWY_WORLD snowMinNdotU = min(pow2(pow2(color.g)), 0.1); color.rgb = color.rgb * 0.5 + 0.5 * (color.rgb / glColor.rgb); #endif #if SHADOW_QUALITY > -1 && SHADOW_QUALITY < 3 shadowMult = vec3(sqrt1(max0(max(lmCoordM.y, min1(lmCoordM.x * 2.0)) - 0.95) * 20.0)); #endif