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#include "/lib/materials/specificMaterials/terrain/obsidian.glsl"
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highlightMult *= 0.5;
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float factor0 = sqrt2(max0(color.b - color.g * 6.0));
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float factor1 = pow2(color.b);
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emission = 1.35 + pow2(pow2(factor1)) * 7.5;
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emission *= factor0;
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color.r *= 1.15;
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maRecolor = vec3(factor0 * min(max0(factor1 * 0.7 - 0.1) * 1.3, 0.5));
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#if defined NETHER && defined BIOME_COLORED_NETHER_PORTALS
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float luminance = GetLuminance(color.rgb);
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color.rgb = mix(color.rgb, vec3(luminance), 0.88);
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color.rgb = normalize(netherColor) * luminance * 2.0;
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#endif
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overlayNoiseIntensity = 0.65;
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overlayNoiseEmission = 0.6;
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