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noSmoothLighting = true, overlayNoiseIntensity = 0.5;
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vec3 hsvColor = rgb2hsv(color.rgb);
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if (abs(hsvColor.r - 0.09722) < 0.04305 && hsvColor.b > 0.7) { // Active Light Part
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smoothnessG = 0.75;
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smoothnessD = 0.35;
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float blockRes = absMidCoordPos.x * atlasSize.x;
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vec2 signMidCoordPosM = (floor((signMidCoordPos + 1.0) * blockRes) + 0.5) / blockRes - 1.0;
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float dotsignMidCoordPos = dot(signMidCoordPosM, signMidCoordPosM);
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float lBlockPosM = pow2(max0(1.0 - 1.7 * pow2(pow2(dotsignMidCoordPos))));
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emission = pow2(lmCoordM.x) + 0.3 * color.r;
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emission *= (0.7 + 2.0 * pow2(lBlockPosM));
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} else if (color.r > 2.5 * (color.g + color.b)) { // Middle Redstone Part
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emission = 4.0;
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color.rgb *= color.rgb;
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} else { // Copper Base
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#include "/lib/materials/specificMaterials/terrain/copperBlock.glsl"
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}
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