noSmoothLighting = true; noDirectionalShading = true; lmCoordM.x = min(lmCoordM.x * 0.9, 0.77); if (color.r > 0.65) { emission = (3.5 - 2.25 * color.g) * 0.97; color.rgb *= color.rgb; } else if (color.r > color.g * 2.0) { materialMask = OSIEBCA * 5.0; // Redstone Fresnel float factor = pow2(color.r); smoothnessG = 0.4; highlightMult = factor + 0.4; smoothnessD = factor * 0.7 + 0.3; }