materialMask = OSIEBCA; // Intense Fresnel float factor = color.g; float factor2 = pow2(factor); float factor4 = pow2(factor2); float factor8 = pow2(factor4); smoothnessG = factor - factor8 * 0.5; highlightMult = 3.5 * factor8; smoothnessD = factor8; #ifdef GBUFFERS_TERRAIN DoBrightBlockTweaks(color.rgb, 0.5, shadowMult, highlightMult); #endif #ifdef COATED_TEXTURES noiseFactor = 0.5; #endif