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#ifdef GBUFFERS_TERRAIN
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smoothnessG = pow2(pow2(color.r));
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#else
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smoothnessG = pow2(color.r);
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#endif
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highlightMult = smoothnessG * 3.0;
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smoothnessD = smoothnessG;
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materialMask = OSIEBCA; // Intense Fresnel
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color.rgb *= 0.6 + 0.5 * 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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