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materialMask = OSIEBCA * 2.0; // Copper Fresnel
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smoothnessG = pow2(pow2(color.r)) + pow2(max0(color.g - color.r * 0.5)) * 0.3;
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smoothnessG = min1(smoothnessG);
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smoothnessD = smoothnessG;
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color.rgb *= min1(0.6 + 0.7 * GetLuminance(color.rgb));
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#ifdef COATED_TEXTURES
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noiseFactor = 0.5;
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#endif
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