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materialMask = OSIEBCA; // Intense Fresnel
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float factor = max0(0.3 - abs(color.r - 0.3)) * 1.5;
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smoothnessG = factor;
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highlightMult = 2.0 + min1(smoothnessG * 2.0) * 1.5;
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smoothnessG = min1(smoothnessG);
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smoothnessD = min1(factor + 0.07);
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#ifdef COATED_TEXTURES
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noiseFactor = 1.25;
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#endif
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