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materialMask = OSIEBCA; // Intense Fresnel
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float factor = color.g;
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float factor2 = pow2(factor);
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float factor4 = pow2(factor2);
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float factor8 = pow2(factor4);
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smoothnessG = factor - factor8 * 0.5;
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highlightMult = 3.5 * factor8;
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smoothnessD = factor8;
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#ifdef GBUFFERS_TERRAIN
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DoBrightBlockTweaks(color.rgb, 0.5, shadowMult, highlightMult);
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#endif
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#ifdef COATED_TEXTURES
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noiseFactor = 0.5;
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#endif
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