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materialMask = OSIEBCA * 3.0; // Gold Fresnel
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#ifdef GBUFFERS_TERRAIN
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float colorG2 = pow2(color.g);
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#else
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float colorG2 = color.g;
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#endif
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float colorG4 = pow2(colorG2);
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float factor = max(color.g, 0.8);
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smoothnessG = min1(factor - colorG4 * 0.5);
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highlightMult = 3.5 * max(colorG4, 0.2);
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smoothnessD = colorG4;
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color.rgb *= 0.5 + 0.4 * GetLuminance(color.rgb);
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#ifdef COATED_TEXTURES
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noiseFactor = 0.33;
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#endif
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