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subsurfaceMode = 2, isFoliage = true;
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sandNoiseIntensity = 0.3, mossNoiseIntensity = 0.0;
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#ifdef GBUFFERS_TERRAIN
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materialMask = OSIEBCA * 253.0; // Reduced Edge TAA
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#ifdef COATED_TEXTURES
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doTileRandomisation = false;
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#endif
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#endif
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#ifdef IPBR
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float factor = min1(pow2(color.g - 0.15 * (color.r + color.b)) * 2.5);
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smoothnessG = factor * 0.4;
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highlightMult = factor * 4.0 + 2.0;
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#ifdef GBUFFERS_TERRAIN
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float fresnel = clamp(1.0 + dot(normalM, normalize(viewPos)), 0.0, 1.0);
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highlightMult *= 1.0 - pow2(pow2(fresnel));
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#else
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highlightMult *= 0.5;
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#endif
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#endif
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#ifdef SNOWY_WORLD
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snowMinNdotU = min(pow2(pow2(color.g)), 0.1);
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color.rgb = color.rgb * 0.5 + 0.5 * (color.rgb / glColor.rgb);
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#endif
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#if SHADOW_QUALITY > -1 && SHADOW_QUALITY < 3 && defined OVERWORLD
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shadowMult = vec3(sqrt1(max0(max(lmCoordM.y, min1(lmCoordM.x * 2.0)) - 0.95) * 20.0));
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#endif
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