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materialMask = OSIEBCA * 5.0; // Redstone Fresnel
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float factor = pow2(color.r);
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smoothnessG = 0.4;
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highlightMult = factor + 0.2;
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smoothnessD = factor * 0.5 + 0.1;
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#ifdef COATED_TEXTURES
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noiseFactor = 0.77;
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#endif
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