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materialMask = OSIEBCA; // Intense Fresnel
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float factor = max(color.g, 0.8);
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float factor2 = pow2(factor);
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#ifdef GBUFFERS_TERRAIN
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float factor4 = pow2(factor2);
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#else
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float factor4 = factor2;
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#endif
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smoothnessG = factor - pow2(pow2(color.g)) * 0.4;
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highlightMult = 3.0 * max(pow2(factor4), 0.2);
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smoothnessD = factor4 * 0.75;
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#if MC_VERSION < 11300
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highlightMult *= 2.0;
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smoothnessD /= 0.75;
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#endif
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color.rgb *= 0.7 + 0.4 * GetLuminance(color.rgb);
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#ifdef COATED_TEXTURES
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noiseFactor = 0.5;
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#endif
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