materialMask = OSIEBCA; // Intense Fresnel float factor = max0(0.3 - abs(color.r - 0.3)) * 1.5; smoothnessG = factor; highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5; smoothnessG = min1(smoothnessG); smoothnessD = min1(factor + 0.07); #ifdef COATED_TEXTURES noiseFactor = 1.25; #endif