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materialMask = OSIEBCA; // Intense Fresnel
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float factor = pow2(sqrt2(GetLuminance(color.rgb)));
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float factor2 = pow2(factor);
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float factor4 = pow2(factor2);
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smoothnessG = factor - factor4 * 0.4;
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highlightMult = 3.0 * factor4;
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smoothnessD = factor4 * 0.75;
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#ifdef COATED_TEXTURES
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noiseFactor = 0.5;
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#endif
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